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DnD OOC Discussion Thread
Anonymous
0d510a4
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No.127611
127613 127887 128025 130807
Although without a doubt many people have tried playing Dungeons and Dragons in a MLP setting, afaik there is no complete rulebook or conversion set that allows for an immersive experience (this doesn't count: https://www.dandwiki.com/wiki/Little_Pony_(5e_Race)). We've had some longstanding campaigns on /vx/ so why don't we build a reference as a community project? It doesn't necessarily have to be set in stone but it would better establish campaigns in rules of logic. It's impossible to have OOC discussion at length in a campaign so let's do it here.

Complete 3.5 rulebook: http://choisey.free.fr/3.5/Core/Indexed%20Player%20Handbook%20v3.5.pdf
Handy 3.5 reference site: http://www.d20srd.org/index.htm
A more comprehensive reference site: https://www.d20pfsrd.com/
Homebrew content: https://www.dandwiki.com/wiki/Main_Page
"Monstrous Races" – useful if you have animals and monsters as sapient creatures like in MLP; unfortunately I don't have the book: https://www.dmsguild.com/product/230312/Monstrous-Races

What needs improving? Pretty much everything, but highest priority would be playable races and monsters, as canonically MLP is completely different from DnD in terms of sapient creatures and very different when it comes to other creatures. Amazingly entire campaigns have been played without precise knowledge of creatures' strengths and weaknesses, but setting the definitions straight will help nuance and variety.
Campaigns set outside the typical high fantasy realm of DnD, like our very own Occupied Equestria, present further uncertainty. Most guns (submachine guns were settled fairly recently, though I have no idea about LMGs/MMGs/HMGs) have already been worked out but, given it's a WW2 setting, how will vehicles function in combat? Can bits be expected to buy the same things as the recommended valuation of GP? These and any other gameplay questions can be discussed and answered here.
113 replies and 32 files omitted.
Anonymous
0d510a4
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No.127612
127881 127933 127934 127945 130059 130810
I'll start. A big problem for MLP in DnD is that there are a lot more potential playable races than in DnD making balance a very complex affair. The list below doesn't even include "playable monsters," but only canonical sapient species minus some minor ones from the movie. Fortunately there are lots of ways to balance races. Bonuses or penalties to abilities are the most direct and simplest means, but there's only so much you can do. Races can have different base attributes such as size, natural weapons, natural armor, base speed, and being able to fly. Quadrupeds have the benefit of being able to carry more weight per point of strength. Races can also have an innate feat that gives them a unique DnD ability while permitting selection of other feats as normal. Some can have a magical ability without the necessary prerequisite or cost normally associated with having it: all unicorns can cast mage hand (basically telekinesis) and all pegasi can walk on clouds, unless otherwise specified. For more fine-tuning it's possible to have innate skill ranks which improve saving rolls for specific actions or circumstances. It's even possible to have a "preferred class" for different races though I haven't looked into that. As for flavor-text, I've included which races are likely to eat plants and which are likely to eat animals (which affects role-play).

Obviously what I've come up with is very incomplete but it shows what's possible. One problem I ran into is that earth ponies, pegasi, and unicorns look a little mundane or even underpowered compared to other races: I'm not sure what other bonuses and drawbacks they would have but I had to be creative to give niches to the other creatures. I'm sure most anons could do better.

Earth ponies: +2 strength, +2 constitution, extra feat, run
Natural weapon: hooves
quadruped
Mostly herbivorous

Pegasi: +2 dex, -2 con, flying, cloud walker, run
Natural weapon: hooves
quadruped
Mostly herbivorous

Unicorns: +2 int, +2 wis, mage hand cantrip, run, spell knowledge
Natural weapon: hooves
quadruped
Mostly herbivorous

Bat ponies: +2 dex, -2 con, flying, stealthy, dark vision,
Natural weapon: hooves
quadruped
Mostly herbivorous

Crystal ponies: earth mastery, sonic vulnerability, toughness
Natural weapon: hooves
Natural armor: crystal (+3 AC)
quadruped
Mostly herbivorous

Kirins: +2 wis, can cast spell: produce flame when using racial feat: rage,
Natural weapon: hooves
Natural armor: armored scales (+1 AC)
quadruped
Mostly herbivorous

Horses: +2 con, base land speed faster than ponies, run, toughness
Natural weapon: hooves
large, quadruped
Mostly herbivorous

Breezies: +3 wis, +2 dex, -4 strength, flying, +2 on all saving throws, +2 move silently, can cast detect magic
Natural weapon: hooves
tiny, quadruped
Mostly herbivorous

Griffons: -2 charisma, base land speed is slower than ponies, flying, +3 spot, +2 appraise, pounce, rake, up the walls, weapon focus: bite
Natural weapon: claws
biped
Mostly carnivorous

Changelings: flying, inquisitor, psionic, aura of despair, mage hand, disguise self
Natural weapons: bite, love parasitism
Feed off love

Dragons: endure heat, can breathe fire, toughness
Natural weapon: claws, bite
Natural armor: armored scales (+2 AC)
biped
Omnivorous; prefer gems

Zebras: +2 con, -2 int, use magic device +3, endure heat, run
Natural weapon: hooves
quadruped
Mostly herbivorous

Mules: -2 int, +2 climb, can cast spell: resistance
Natural weapon: hooves
Mostly herbivorous

Buffalo: +4 con, -2 cha, feat: trample, run
Natural weapon: gore
large, quadruped

Deer: -2 con, +2 dex, immunity to magic sleep effects, low light vision, +2 listen, search, and spot, run
quadruped
Herbivorous

Minotaurs: -2 cha, +2 dex, +2 str, stonecunning, +2 craft, dark vision, great fortitude, power attack, base land speed slow
Natural weapon: gore
large, biped
Herbivorous

Yaks: +3 con, -2 int, -2 diplomacy, endure cold, endurance
Natural weapon: gore
large, quadruped
Herbivorous

Abyssinians: +3 cha, -2 str, low-light vision, balance +2
Natural weapon: claws, bite
biped
Carnivorous

Hedgehogs:
biped
Mostly herbivorous

Parrot: +1 concentration, +2 perform
biped
Omnivorous

Hippogriffs: run
quadruped
Omnivorous

Diamond dogs: +3 strength, -2 int, weapon focus: bite
Natural weapon: bite
biped
Carnivorous

Gnolls: dodge
Natural weapon: bite
small
Carnivorous

Jackals:
Natural weapon: bite
Carnivorous

Seapony:
aquatic
Anonymous
a3ddc7b
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No.127613
127614 127616 127883 130810
>>127611
>bits
While the rulebook(s) provide a basic level of economic structure, the value of money (whether bits, steel, gold, or w/e) is at the GM's discretion. 1 bit can = 1gp, or it can vary wildly, at their preference.
As far as game mechanics go, 5e might be a more suitable platform for pony-related gaming. The advantage of 3.5e is that every rule has been exhaustively expounded on with supplements and additional rules game-breakingly so, to the unwary while 5e is more streamlined and open-ended to suit GM homebrew without having everything pre-established. As a side note, the fact that ponies have hooves and not hands and can't therefore 'grasp/wield' things has always been a major irritation/oversight in any attempt to translate DnD for ponies.
Considering the sophistication potential of weapons (assuming unicorn craftsponies) could make reasonably effective firearms, but envisioning ponies using their mouth and neck to wield melee weapons makes my brain hurt.
Anonymous
0d510a4
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No.127614
127616 127941
1587045685.png
>>127613
Golly, I wish we had more people on during dead hours, this makes me want to post on /mlp/ but I can't because 4Chan hates VPNs. I'm hungry to know more about such mechanics but I prefer wikiwalks, not dryly going through entire manuals. Hardcore experience through campaigns really is the best way to know how the game works but that takes time (the big disadvantage of big parties with semi-active players).
What's exactly the difference between 3.5e and 5e? I do know that 3.5 is probably the most popular edition just as it is the worst MLP generation so I'm guessing it marks the point where DnD really hit its stride before any changes could be only subjectively better.
As for grasping things, I've considered non-unicorn ponies having three appendages that can grasp: their highly dexterous mouth and two hooves with limited but "good enough" dexterity. Using hooves to hold onto things obviously limits speed, with one used hoof limiting speed to a trot and two limited speed to a walk. Translating this to DnD would be quite difficult, though. Horses have really strong mouths and teeth so holding onto weapons that way isn't implausible. Rifles look to be impractical though as they are hardly designed for hooves; in the EaW campaign it's explained away as the trigger guard being removed, though this reduces accuracy.
Anonymous
c324abb
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No.127616
127645 127884
1587072695.jpeg
>>127613
>>127614
Quadrupeds using firearms - particularly rifles - is actually less problematic than it seems. When we envision a human being using a rifle, we tend to base this upon a “firing range” scenario where a person stands upright and still, and fires the weapon. This is not how you would want to fire a rifle in mass combat in the age of automatic weapons and shrapnel based artillery. Rather, you would want to go the prone position, or at least hide behind cover as you fire your gun. Earth ponies in the prone position could of course use both forelegs to hold and pull the trigger on the weapon, while standing behind cover would allow for the cover itself to be used to stabilize the weapon. Humans are advised to do one of these two things anyways when handling light machine guns and sniper ruffles, and so it is not much of a loss if Earth ponies are restoring red to firing in this way. Pegasi, Griffins, Changelings and Hippogriffs can all fly, and so can use the two forelimbs while flying. I image those that can fly would want to hide behind cover or go to the prone position as soon as the enemy starts shooting, however, where they could and would use their weapons the same as earth ponies. Perhaps you’re thinking that in an assault, it would be a benefit to fire while walking or standing. However, because an assault is usually opposed, even a human would rather fire from cover or a prone position, and run between cover to limit exposure.

Yes, there are instances where you absolutely have to be standing or walking, like when clearing a house, clearing an enemy trench, or covering a retreat. In those cases, a specially designed sling could be made such that the gun is kind of tight when placed against the shoulder. A single hoof is brought up to partly hold the gun, and probably pull the trigger. Most likely the hoof twists while doing this, so that a top portion of the hoof remains in place to hold the gun, while the bottom portion twists back towards the pony to pull the trigger back. Another option is using the mouth for some sort of trigger pull of stabilization of the gun. No, none of this will make firing while standing as stable, accurate, or as comfortable for a quadruped as it would be for a two handed biped, but at least it allows some use for a gun best used in the prone position. There is of course Napoleonic style warfare where musketmen stand in lines to shoot muskets, and that presents some difficulties, but at least it isn’t what we have to consider here.

As for melee, the very first thing I want to pin to out is that every single member of the royal guard of Equestria, at least until season 9 and maybe even in season 9, is a unicorn it Pegasus. As such, they can either use magic to wield their weapons, or hold them with both forehooves. The Lunar guard and changelings likewise can fly, and flying would likely be a significant advantage in pre-modern battle, where there are no automatic ranged weapons, flak or canister rounds. Outside of mass conscription, there is no need for Equestria, relying on a knightly warrior class or a professional army, to need to allow Earth ponies to serve in combat, and mass conscription doesn’t really make sense outside of modern notions of Nationalism, or at least smaller republics that are able to recreate nation-state-like conditions in the populous. Having said all of that, probably the most obvious weapon that would work for a quadruped is the lance. Simply attack a sphere to the side of the back, and you have a weapon you can attack with using forward momentum. Modify the arrangement a little, and you can have a spear the position of which may be modified with a hoof, that is attached to the back, and lets an earth pony - and especially a Pegasus - attack with their foreword momentum, or in jabs after coming up close. You can also attach a weapon, like a knife, to the foreleg. This is even easier when the creature is flying, as it allows for the weapon to face down from the hoof rather than just forward. And finally, yes, a pony can use their mouth to hold a sword. I am sure they’d want some kind of mouth guard to prevent breaking teeth, but at least equine necks are longer, stronger, and more flexible than human necks, and their can also move their fore-body as a part of the swing to give it more power. Most quadrupeds use their mouths as their main weapons, so why wouldn’t ponies?

And on top of all of this, remember that equines can as a matter of fact stand upright on their hind legs. This will be much easier for a little pony, rather than a half-ton horse, as there will be less weight to support. No, it isn’t comfortable, but warfare is not considerate of the comfort of its participants. Quadrupeds have a huge advantage over bipeds in that they have a much lower profile when facing the enemy, meaning they have a much lower surface to be stabbed, sliced, shot, or hit with shrapnel. So it isn’t all bad to be a quadruped.
Anonymous
0d510a4
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No.127645
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>>127616
That is very true though I nonetheless think difference among species would lead to very different capability in combat. Herbivorous species like ponies are unlikely to be as aggressive in waging war as a carnivorous species like griffons or diamond dogs, and this is indeed implied in both the show and in the mod. Also, it's pretty heavily emphasized that ponies enjoyed the fruits of harmony while griffons had to carve out an existence through blood and iron. Thus griffons would be well used to feudal squabbles, personal duels, and imperial wars even more than the River-Ponies who likely resemble pre-harmony Equestrians. Thus I'd say griffons have a stronger martial tradition. The preferred style of warfare would be different too: since griffons are combinations of eagles and big cats (both lithe predator species) they would probably prefer quick decisive maneuvers and personal duels when they can get them. Ponies would rarely wage an offensive war but would prefer more drawn-out fights: this is due to physiology and less required logistics as feeding an army with plants is cheaper than feeding one with meat. However, since drawn-out wars are painful an option of deterrence may be used to have a small, capable force as protection (this is the logic of the Royal Guard, the Wonderbolts, and the Elements of Harmony).

Pics are an artist’s conception of army compositions in the late pre-harmony/early harmony era. Although I agree that pegasi and unicorns are better soldiers on a one-to-one basis, earth ponies would still be used because their strength makes them better for logistics/menial tasks, they can better withstand the brunt of an enemy’s attack, and their ingenuity makes them great engineers. I do agree though that because of this lower status and cruder means of fighting (probably punching, bucking and biting) they would be looked down upon by more “elite” units. Again in this way Nimbusia may be a look back in time to a harsher Equestria.

I don't know if you've ever read the fanfic Mente Materia, the sequel to Stardust, but as an XCOM crossover it shows how ponies may adapt to modern combat and the challenges therein. It's high quality science fiction overall, and I particularly like the historical and cultural depth given to griffons and minotaurs. Griffon knights have a corollary in myrmidons, elite armored soldiers who are epic in their prowess and armament. Minotaurs are technologically advanced and prefer a highly defensive strategy through use of hoplites, traps, underground cities and heavy artillery. Seriously check it out.

I wonder if the evolution of warfare changes the balance of power among species. In a way that's already represented; the show's "military," besides the royal guard with traditional weapons, consists of elite pegasi and unicorns using their natural talents. The whole premise of EaW is that planes can outperform pegasi and skilled combat-unicorns, although powerful, are not numerous enough to fill a front line. Thus although ponies used to be able to secure a large empire they are woefully outperformed by trained changelings, who can fly (not as well as pegasi, but enough to get the hang of piloting planes) and use magic (again, not as well as unicorns, but certainly well enough to hold a gun) to maximize the utility of modern technology. A combination of specialized volunteers can be overwhelmed with a mass army of “good enough” generalists. Still, I think that some things would remain similar with griffons making the most of light, high speed attacks and using bipedalism to greater effect in close quarters.
Anonymous
0b2ae05
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No.127777
1587261193.jpeg
Best Pony noises
Anonymous
e2278c7
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No.127881
127888
>>127612
I have to ask, what level adjustment do you measure all these listed races? Level adjustment is a difficult concept to work with, but they exist for a reason.

>Earth ponies get an extra feat.
I think it would be more appropriate to give all ponies the flexible bonus feat. It would work with their cutie mark magic (since all ponies are born with one innate talent), and would accentuate them as the universe's equivalent to humans. That's how they do it in ponyfinder, although ponyfinder isn't exactly a balanced or well-written setting... (And I say that as a guy who's trying to write a pony-PF game).
Also, are those hoof attacks primary natural weapons or secondary attacks?

Giving griffons a pounce and rake attack is a pretty big deal. Be aware that a creature that a flying creature attacks with it's claws while diving deals double damage (this is actually why they give 3.5e pegasi "claws"). When you consider the effects of rapidstrike, leap attack, shocktrooper, and battle jump, a griffon Fighter or warblade could one-shot just about anything with a dive attack at levels far below what other ubercharger builds could attain. A griffin already gets the benefit of having fingers, afterall.
The breezie is also pushing it. Tiny size is an enormous asset for a Wizard or a rogue. I can imagine a breezie swordsage dematerializing all of its enemies with one touch, whilst being near untouchable due to it's AC.

In any case, all of these races warrant a level adjustment of some kind, some cases could even warrant racial hit dice due to the magnitude of their abilities. Anything that flies at-will at level 1 has to have a level adjustment in 3.5e, because it makes that PC untouchable by most forms of at low levels. Others on the other hand seem mediocre compared to the others: the zebra for example seems to not have anything special going for it, aside from a couple mediocre feats that aren't valuable for anything except qualifying for better stuff. Some of these the races have boons that seem downright OP at level 1, but irrevant at later levels: a kirn player would spam that Produce Flame attack every turn for levels 1-4, but at level 7 the damage becomes so small that it it becomes a waste of actions.

These are all interesting ideas, but you should probably take a long look at them and reconsider how gimping them up with monster-like powers will effect your game. Pathfinder handles monster-like-races a bit better, but if you're running 3.5e you should aim for 0-LA races.

There's actually quite a bit of [published material on this subject. Savage Species is your go-to source for incorporating non-humanoid races in your game.
Anonymous
e2278c7
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No.127883
127888
>>127613
Money balance is an important aspect of 3.5e d&d. All encounters, adventures, traps and challenges are written with the assumption that the player characters have an appropriate amount of equipment for their character levels, and that they had the chance to buy/sell equipment at reasonable stopping points. Over-gearing or under-gearing players can drastically impact the balance of a game.
It's not necessary to follow WBL to the last gp, but it's something that all DMs should at least be aware of. The marriage of character level and equipment value is a concept that's grandfathered in from 1st edition, and 3.5e can really fall apart if you under-gear PCs, or worse, let them get away with breaking the item economy.
I like the Item Level table in the Magic Item Compendium. It's a good guide to figure out not only what an encounter should yield but also to determine the maximum value of individual items that PCs should possess.

As for the weapons, the supposed inability for ponies to use two-handed weapons is something that I've really struggled with in my Pathfinder setting, because two-handed builds really are the king of melee.
As for guns... I think how ponies use guns takes a back seat to how you handle the existence of gunpowder in your 3.5e game. The only thing scarier than an optimized wizard is an optimized wizard with access to modern weaponry and high-power nonmagical explosives. Mid level you'll have casters shadow-conjuring 50-by-50 foot cubes of gunpowder on the enemies heads while you scramble to figure out how much damage they did with their army of undead gunslingers. Meanwhile, ranged characters who actually want to use the guns for what they're for will still find that the doubling or tripling of their damage dice still takes a back seat to the barbarian dealing 700 damage while ubercharging with his falchion or scythe.
3.5e doesn't really accommodate firearms well, but the DMG says to refer to d20 modern for any rules regarding them.
Anonymous
e2278c7
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No.127884
127888 127895
>>127616
Dropping prone isn't exactly a a viable combat option when you're in a dungeon... Standing up from prone provokes attacks of opportunity, and you can only crawl at a fraction of your normal land speed.
If ponies can't fire guns (or use two-handed weaponry) without penalty on two legs, they're effectively going to be pigeonholed into spell-casting classes or other classes that don't require weaponry. It's not just that players would all necessarily take the more optimized choice, but that after several sessions they'll slowly gravitate to the combat option that feels more gratifying to them as other options lead to them missing all of the time and getting wounded before they can shoot.
However, if they could use two-handed weapons and tools with their forelegs without penalty, one would question why they ever go about walking on all fours in the first place. The end result would be ponies standing around on two legs all of the time in dungeons because they want to be battle-ready when the encounter inevitably starts, even if they're flat-footed; and that just looks weird.

I think the real solution is to have guns that are custom custom made for armless, fingerless creatures. Integrating balanced gunpowder rules into 3.5e is already hard enough; may as well go the extra mile and figure out what guns for ponies would look like.
Anonymous
e2278c7
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No.127887
127888
>>127611
>Most guns (submachine guns were settled fairly recently, though I have no idea about LMGs/MMGs/HMGs) have already been worked out but, given it's a WW2 setting, how will vehicles function in combat? Can bits be expected to buy the same things as the recommended valuation of GP? These and any other gameplay questions can be discussed and answered here.
Adding non-magical modern weaponry to a magic-intensive fantasy setting is a bad idea, imo, but for brave DMs who want to go there, the DMG says to refer to D20 Modern for those rules; they say so in the "Building a New World" section, iirc.
http://www.d20resources.com/modern.d20.srd/
There's information for guns, vehicles, modern weapons based on tech level, etc, all compatible with the mechanics of 3.5e (but not taking into account what happenjs when you give ambitious Wizards access to world-changing technology).
Anonymous
0d510a4
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No.127888
127890 127936 127937
1587353498.png
>>127881
>>127883
>>127884
I had no idea there was actually a Ponyfinder rulebook. There is certainly a lot of effort that went into these but the authors still make serious bank with hundreds of dollars worth of books on sale (just for pdfs!) I don't know if any anon here is rich enough or enough of a pirate to own these. How good is Ponyfinder? After unicorns I don't see any batponies or crystal ponies but something called "ghost ponies" which I hadn't taken into account.

>flexible bonus feat for all ponies
I agree and it would help with balance for non-pony races. The problem is that earth ponies would need an extra buff to compete with flying pegasi and magic-using unicorns.

>primary natural weapons or secondary attacks
I'd say primary though I'm not very familiar with the combat system. Irl when a horse is fighting it uses its hooves but will also bite if an enemy comes too close.

>pounce and rake
I considered it because I saw 3.5e griffons (the monster) having these attacks. I knew immediately that griffons would be overpowered because of their natural weapons, ability to fly, and strong perception. Canonically it makes sense because an aquiline/feline body is designed to take down prey quickly, but it wouldn't make for very good campaigns. Maybe another stat debuff to Con? Griffons might end up the race that has a lot of advantages but also a lot of drawbacks.

>breezie
Yeah, it shows that I have 0 experience with the mechanics. I was trying to hard to compensate for the thought (breezies are so tiny that they're worthless in combat, maybe they need other advantages)

Again, it was just a brainstorming session, not really a serious proposal. I'm the least qualified but I wanted to get anons talking about it.

>Savage Species
Nice, I found it for free at https://www.scribd.com/document/342896598/3-5-Savage-Species

>>127887
>d20 modern
Thanks Anon! I agree that balancing guns is really tough, with characters either shrugging off hails of bullets (which destroys immersion) or dying very easily to any grunt with a gun. I think the campaign I'm joining (not sure if it's running on d20 modern) handles it pretty well but I don't know all the particulars. Adding modern weaponry to a magical setting is of course difficult but because it's the whole premise of EaW it is indispensable for that particular campaign.
Anonymous
e2278c7
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No.127889
Books I would reccomend reading, after scanning all of the subjects brought up in this thread:

Savage Species (for monsters as races):
https://thetrove.net/Books/Dungeons%20&%20Dragons/3rd%20Edition%20(3.x)/D&D%203.0e%20Core/Savage%20Species.pdf
Cityscape (for all things urban):
https://thetrove.net/Books/Dungeons%20&%20Dragons/3rd%20Edition%20(3.x)/D&D%203.5e%20Core/Cityscape.pdf
The Complete Warrior, and especially the Tome Of Battle (to make melee combat suck less, but also because it's really good):
https://thetrove.net/Books/Dungeons%20&%20Dragons/3rd%20Edition%20(3.x)/D&D%203.5e%20Core/Complete%20Warrior.pdf
https://thetrove.net/Books/Dungeons%20&%20Dragons/3rd%20Edition%20(3.x)/D&D%203.5e%20Core/Tome%20of%20Battle%20-%20Book%20of%20Nine%20Swords.pdf
Heroes Of Battle (for guys who want an army to do something productive before they all get fireball'd)
https://thetrove.net/Books/Dungeons%20&%20Dragons/3rd%20Edition%20(3.x)/D&D%203.5e%20Core/Heroes%20of%20Battle.pdf
Dungeonscape (just because i like it, tbh)
https://thetrove.net/Books/Dungeons%20&%20Dragons/3rd%20Edition%20(3.x)/D&D%203.5e%20Core/Dungeonscape.pdf
Anonymous
e2278c7
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No.127890
127891
>>127888
>The problem is that earth ponies would need an extra buff to compete with flying pegasi and magic-using unicorns.
The problem is that earth ponies would need an extra buff to compete with flying pegasi and magic-using unicorns.
Well, the issue there is that you're trying to present creatures that can fly at lvl 1 as a 0 LA race. 3.5e simply doesn't accommodate that.
A flexible bonus feat (or "unique destiny") isn't exactly a consequence of an Earth pony's physical form, magical ability, or cultural background. 3.5e d&d (and 5e) presents it as a uniquely human trait, apparent only in a handful of humanoids with the [human] subtype; the only exception being strongheart halflings.
I had the idea to allow earth ponies to treat their mouths as two hands when wielding two-handed weapons, effectively giving them the monopoly on high-damage melee combat.
That was for a homebrew Pathfinder setting loosely based on Ponyfinder though (Ponyfinder is absolute garbage though; I'm basically rewriting the setting from scratch).
>Yeah, it shows that I have 0 experience with the mechanics.
Well, it might be better to play a few games before you start trying to DM, and maybe run a couple modules or use existing material before you start trying your own homebrew from scratch.
Still, I wish you good luck. I'm trying to write a pony setting too, although mine is more of a monster-pony setting so racial details of normal ponies aren't as important to me.
>(((scribd)))
>"Oy vey. Give us money goy!"
Everything you need can be found on TheTrove.
https://thetrove.net/Books/Dungeons%20&%20Dragons/3rd%20Edition%20(3.x)/
Anonymous
0d510a4
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No.127891
127892 127894
>>127890
>Well, the issue there is that you're trying to present creatures that can fly at lvl 1 as a 0 LA race. 3.5e simply doesn't accommodate that.
True. What if flying creatures have to upgrade their speed by leveling up, and at level 0 flying at max speed is barely better than running? I don't know how it would work balance-wise but it makes sense since pegasi have to actively train to become proficient flyers.
>I had the idea to allow earth ponies to treat their mouths as two hands when wielding two-handed weapons, effectively giving them the monopoly on high-damage melee combat.
Sad Silver noises Now that's a good idea
>it might be better to play a few games before you start trying to DM
It's not my campaign and indeed I'm just joining it now. I have however been following it for a couple of years and mechanics have not yet been fleshed out, with a couple of discussions about how things work in the campaign thread itself. I just want to help out by fleshing out the setting, because fixed rules allows for more emphasis to be placed on worldbuilding and adventure. I agree though, I want to eventually DM a pony-based campaign but that's way in the long-term.
>I'm trying to write a pony setting too
Best of luck Anon! Great to have you around and thanks for the books.
Anonymous
384700b
?
No.127892
127893
>>127891
>What if flying creatures have to upgrade their speed by leveling up, and at level 0 flying at max speed is barely better than running?
It's not so much as speed as it is height. A creature capable of remaining 30 feet in the air is beyond the reach of a vast variety of monster.
There are 0-LA creatures with scaling flight in 3.5e though. Raptorans are a good one.

Ponyfinder gives Pegasi a 30 foot flight speed with clumsy maneuverability, which they can elect to improve with feats. Ponyfinder is a poorly-written setting though, and races in Pathfinder are somewhat stronger than 3.5e races...
Anonymous
b93faae
?
No.127893
127894
>>127892
>A creature capable of remaining 30 feet in the air is beyond the reach of a vast variety of monster.
Sounds like less of a problem with guns, then. But that just means there must be some incentive for melee builds because that's a further weakness.
Anonymous
e2278c7
?
No.127894
127897
>>127891
>I just want to help out by fleshing out the setting, because fixed rules allows for more emphasis to be placed on worldbuilding and adventure.
Tbh, it's more of the DM's job to worldbuild. You're better off just rolling with whatever the DM took the time to prepare than to try to be a back seat DM. Just ask him to write down the necessary statistics important to your character so that you have what it is you need to know.
>I agree though, I want to eventually DM a pony-based campaign
Ngl, it'd be better to start with a standard one.
DMing can be hard, but it's not difficult to start. All you really need is the DMG, the PHB, the MM, and some friends willing to play it. You can start any time. Heck, you could start tomorrow if you could organize it.
For your first game, I'd recommend using a module. The Sunless Citadel is a favorite of mine.
>>127893
>guns
Most monsters don't use guns, and simply increasing the damage scale for humanoid NPCs does not fix the issue of the lack of level adjustment tied to a character capable of at-will flight.
And anyway, if the humanoid NPCs are equipped with advanced weapontry, they should have a higher CR, or just yield 150%-200% more XP, because of the lethality increase.
You're also assuming that the players will be staying in semi-urban areas and murdering humanoid NPCs, instead of going out into dungeons and exploring the rugged wilderness, fighting monsters who do not typically use weapons.
Anonymous
c374c5b
?
No.127895
127896 127897
1587371490.jpg
1587372651.png
>>127884
>Dropping prone isn't exactly a a viable combat option when you're in a dungeon... Standing up from prone provokes attacks of opportunity, and you can only crawl at a fraction of your normal land speed.
You see pics related? These are true dungeon crawlers right here. A Vietcong soldier and a US "tunnel rat" serviceman, crawling the "dungeons" or tunnels of Vietnam. One has his Kalashnikov rifle in hand, the other a flashlight in one hand a 1911 in the other, and you can see they are both crouching or crawling. You can bet that when tunnel rats do their dungeon crawling, they literally crawl down the hall an inch a time looking for traps, because otherwise they'd onto sharpened bamboo spikes covered in feces. If you think that dropping prone isn't a viable option while dungeon crawling, you clearly weren't in Vietnam.

My entirely facetious answer aside, I still don't understand this criticism of my explanation as to how earth ponies can use semi-modern firearms
Why is anyone, hands or hooves regardless, using a rifle with a range of a thousand yards as their primary weapon in a dungeon where nothing is ever more than 10 yards away?
Why are rifleman within melee attack range of an enemy such that the attack of opportunity thing is relevant?
Why are ponies with perfectly good, damage inflicting rifles that still function, all of a sudden standing during the middle of a battle while they are withing melee range of an enemy?
Why are ponies remaining in the prone position constantly rather than walking like normal and only going to the prone position when enemies are nearby?
And the most important question I can possibly ask, is why would a DM use traditional cramped underground fantasy dungeons but take the effort to try to figure out how to import semi-modern firearms?

This whole line of thinking relies on two assumptions that I absolutely cannot abide. First, that a dungeon master who introduces semi-modern firearms into the campaign is not going to change anything else about the setting or campaign, and is going to force the players into cramped dungeons where knives are as useful as rifles. The second is that I do not see why any valid answer to the question "how do I hold a gun with hooves?" has to make large firearms like rifles just as viable for use by an earth pony as melee weapons, under extremely close quarters combat where in real life knife is as good as a rifle.

There are so many great locations for combat and even extended quests in industrial age settings, that I really don't understand why any DM would want to use an old fashioned dungeon desired for medieval fantasy, without at least heavily modifying it. You can have combat take place in a large factory with multiple levels, in a train yard, on top of a moving train, at a hydro-electric dam, in a cathedral, in a seaport, on a large ship, in a forest, in no-man's land attacking trenches, on a fortified beach, in an open pit mine.

Sure, many of these settings aren't great for dropping prone, but they provide many opportunities for an earthpony to rest the barrel of a rifle on an item of cover, so that they can operate the gun with one hoof. There's enemies at the end of train car? Use the seat in front of you to rest a gun and shoot at them, maybe while a sword weilder moves in. Enemies shooting from down on the factory floor? Use the railing from your position on the second floor walkway to stabilize the gun. Enemies above you in the church? Use a pew. You need to shoot at a machine gun nest in the enemy trench from your position in no man's land? Use the corpse of your comrade. Need to shoot the Manticore while hunting on Safari? Use your zebra servant's back to prop up the weapon. And if that doesn't work, just say the rifle comes with a foldable tripod that stabilizes the front as you stand and operate it with one hoof. Dropping prone to fight a monster in the forest (at least if you have melee fighters to keep it at a distance) is easy enough. People hunt deer that way with guns.

If you are going to have semi-modern weaponry in a dungeons and dragon's campaign, you need to change more than just the weapons. Nerfing or removing some of the higher level magic spells is a must, and changing combat locations to something more suited to ranged weaponry is also advisable.

Finally, I really do not see why the inclusion of firearms requires said firearms always being the optimal weapon for an earth pony under all circumstances. Even in real life firearms aren't necessarily better than melee at super close range, and bows are considerably better than firearms at stealth. So you say an earth pony may find a sword more useful than a rifle in a traditional dungeon. I say good. Make it so that the optimal weapon changes according to the peculiarities of the situation, and make it so that more than one way of fighting is valid. I don't see the issue.
Anonymous
e280cc1
?
No.127896
127897 127904
>>127895
>Why is anyone, hands or hooves regardless, using a rifle with a range of a thousand yards as their primary weapon in a dungeon where nothing is ever more than 10 yards away?
>Why are rifleman within melee attack range of an enemy such that the attack of opportunity thing is relevant?
Because monsters have capabilities to close distances like that in one round, and a game where you just keep shooting and being shot at from far beyond melee range doesn't seem very fulfilling, imo.
It's the same reason why low-level spellcasters need martial characters to protect them. They don't always get to choose the range at which they fight.
>And the most important question I can possibly ask, is why would a DM use traditional cramped underground fantasy dungeons but take the effort to try to figure out how to import semi-modern firearms?
Well, when I heard D&D, I usually expect dungeons and dragons. Most adventures have one or more dungeons in them. Dungeons are where the best treasure is; they're where PCs can accumulate the most XP. It's where it makes the most sense to lay traps,roll encounter tables, and place puzzles. Games without dungeons are missing out, imo.
>If you are going to have semi-modern weaponry in a dungeons and dragon's campaign, you need to change more than just the weapons. Nerfing or removing some of the higher level magic spells is a must, and changing combat locations to something more suited to ranged weaponry is also advisable.
I dislike how people seem to think think how the only solution to making martial characters better is just nerfing spellcasters...

Either way, it is true that modern weaponry changes the game altogether, to the point where you'd hardly be playing dungeons and dragons, but more of a d20 modern type adventure, in which case a dungeon master should write the module completely differently, and inform the players of the logistics of the changes.
Anonymous
a762265
?
No.127897
127898 127899 127900
>>127894
>start with a module
If you're gonna try and GM right out of the gate, I second this.
>>127895
>>127896
>guns

It really depends on the scenario. OE operates from a quasi-mishmash of Equestria and WW2-ish, where guns are a central theme. The main point of guns is to be able to train an average dog-faced pony soldier to be as effective as possible in the largest spectrum of scenarios possible, and in as little time as possible and both in game and IRL guns are the most effective way of doing so.
Having said, guns are more of a thing in more modern and/or future scenarios and often don't apply at all in most DnD settings and if they do they tend to be exceedingly rare bordering on unique.
Anonymous
384700b
?
No.127898
127899
>>127897
This is part of why I dislike introducing modern weaponry into d&d, tbh. The system of d&d is meant for medieval/classical fantasy, not modern warfare.
Guns can either be equivalent to high-powered magical crossbows, or so powerful that they change game balance altogether. In either case, they make the item economy even harder to balance than it already is.
Anonymous
0d510a4
?
No.127899
127900
1587390509.png
>>127897
>The main point of guns is to be able to train an average dog-faced pony soldier to be as effective as possible in the largest spectrum of scenarios possible, and in as little time as possible and both in game and IRL guns are the most effective way of doing so.
This is actually why guns were adopted irl, despite a trained archer being more accurate and rapid-firing than a musketman. You have to train your whole life to be effective with a bow and arrow whereas a gun takes relatively basic training.
>>127898
I'd see that as a challenge and DnD is all about challenges.
Anonymous
cd26b6f
?
No.127900
127902 127903
>>127899
>challenges
More like a massive headache for the dungeon master and a minefield of unexpected roadblocks that slow down the game and frustrates players, leading to 15 minute adventuring days where the party rests after one major battle, or worse, doesn't do anything at all in a session..
It's just important to plan ahead with hybrid systems. 3.5e is already a shaky system. Giving wizards access to gunpowder just makes it even harder to manage on the DM's part. It's not impossible, but it's challenging.

It's not that I dislike modern settings though. In fact, I love them. However, they're not exactly easy to incorporate into 3.5e d&d, where the system itself assumes a medieval/classical setting with an ample magic item economy.
For example, once you look at d20 modern/arcana, the first thing you might notice is that that system has very few magical weapons, and replaces gp with "purchase DCs". In a modern setting, as the makers of d20 intended, modern equipment replaces magic items altogether. That wouldn't mesh well with classes that are reliant on magic items though.

I find that pathfinder handles guns rather well, although incorporating a gunslinger into my PF setting which was supposed to be a primordial/medieval fantasy was still a headache for me. In the end I just decided to fluff her ammunition as a set of magically-infused alchemical reactants, similar to an alchemists bombs.

>>127897
>The main point of guns is to be able to train an average dog-faced pony soldier to be as effective as possible in the largest spectrum of scenarios possible
True. Guns are basically high-powered crossbows in that regard. Anyone can use them and they deal a lot of damage.

However, being useful for armies does not contribute to fulfilling gameplay. The 3.5e system assumes parties of four functioning as fantasy SWAT teams, not armies and strongholds. Low-level creatures tagging along only serve to get AoE'd, or even become a liability since they can be dominated/charmed/reanimated.
Heroes Of Battle is absolutely necessary for making armies work in 3.5e, imo, but in the end it moreso hinges on how high you can gimp up your commander level to buff your low-level mobs so that they'll be slightly higher level than the enemy's low-level mobs, and pray to Pelor that a dragon doesn't fly overhead and airstrike the lot of you.
Anonymous
cd26b6f
?
No.127902
127903 127906
1587392232.png
>>127900
I'll add the point that guns do make the idea of playing a dread necromancer, with an a near unlimited ever-growing army of wights armed to the teeth with magically-fabricated machine guns and grenades, sound like a lot more fun. Would go well with the Artificer's robots and the Thrallherd's believers.
Sounds like a nightmare from a DM perspective though..
Anonymous
0d510a4
?
No.127903
127905
1587397275.png
>>127900
>>127902
Checked. I agree with you in theory in that DnD really does not lend itself well to guns, and maybe looking at the sourcebooks of other tabletops may be necessary in coming up with a homebrew. The other players and DM could better testify to this than I can, but on a practical level OE has been a success in synthesis. I think this can come down to good DMing, a focus on flexible role-play rather than strict mechanics, and the setting (quests have been against common criminals, the undead, and small squads, so guns are seldom used and if they are it's at close range and on a small scale). Because of this I have confidence in the campaign if not a complete homebrew worldbuild. You're welcome to look through the threads where there's combat because I believe there's a good combination between action and balance (it does take a lot of time so be warned).

You're absolutely right in that armies and strongholds don't work as of yet which is why they exist only in lore. afaik through the whole campaign there's been only a couple times where submachine guns are used (and they're god-tier weapons which are kept deliberately rare), no heavier machine guns, no armored vehicles and one artillery shell dud that was exploded remotely. When individual enemies halfway competent with guns show up a lone party member is likely to almost die as happened with Dark Star in cornering a changeling and Iron in fighting a crazed professor. Were more advanced military weapons to show up it would be a bloodbath; artillery is the wizard+gunpowder exploit because one shell within 50 feet could be a TPK. I doubt the party could even handle a few baddies with rifles at a couple hundred feet. I have no idea if DM wants us to encounter enemies besides natural monsters, undead, thugs and clubs, cultists with revolvers, or deserters but I'd like to untie his hands and give him a basis to work off if at all possible. I'm an optimistic sort.
Anonymous
ddc5edc
?
No.127904
127905
>>127896
>Because monsters have capabilities to close distances like that in one round
>It's the same reason why low-level spellcasters need martial characters
Either A: your gun toting characters are being treated as spell casting characters, and they are protected my martial melee characters, or B: your riflemen are the martial characters, and can take a hit. So what if a monster gets up close? You can still shoot it, and you don't have to incur the attack of opportunity by standing up. I don't see the issue either way. It's exactly like having a ranger in combat.

>Dungeons are where the best treasure is; they're where PCs can accumulate the most XP. It's where it makes the most sense to lay traps,roll encounter tables, and place puzzles
You are missing the point. You can have treasure, traps, encounters, and puzzles, without it being cramped and underground with no cover. There are infinitely many possible locations for encounters, treasure, and puzzles. You can call the places where these happen "dungeons" if you really want to, but you don't have to design them in such a way than an earthpony ranger can't use a bolt action rifle.

As has been said elsewhere, it's just lie having a crossbow with higher damage die. I would add "a crossbow five round internal magazine and a bayonet mount," but that's pretty much exactly what it is, or what it can be.
Anonymous
18a81f3
?
No.127905
127907
>>127904
>So what if a monster gets up close? You can still shoot it
And take an AoO because you're using a ranged weapon in melee range.
It's not that it's impossible. I just wouldn't want to be prone while doing it.
>you don't have to incur the attack of opportunity by standing up
That kind of defeats the purpose of trippers then though. I'd feel sorry for Fighters and Monks.
There are feats that characters can take to allow themselves to stand more easily.

And, yeah, like I said earlier, it's basically a repeating crossbow with much bigger damage dice. Arguably overpowered at low levels just because of the damage potential, equivalent to a +2-3 (repeating, non-energy damage increase, range increase, etc) magic weapon, imo; but at later levels it would be a lot less relevant as two-handed power attacks becomes king.

>>127903
> I doubt the party could even handle a few baddies with rifles at a couple hundred feet. I have no idea if DM wants us to encounter enemies besides natural monsters, undead, thugs and clubs, cultists with revolvers, or deserters but I'd like to untie his hands and give him a basis to work off if at all possible.
You see now how modern weaponry becomes difficult to manage. Not only is damage increased across the board, the range at which you can get clapped while flat-footed is also increased. It makes it all that harder to get through four encounters in a session.

Modern settings would be a playground for Wizards, Factotums, War Clerics and Artificers though. Mass-producing heavy artillery with Fabricate and Polymorph Any Object, and Major-Creating bombs and ammunition for the army of magically animated walking-talking machine guns.
Anonymous
18a81f3
?
No.127906
1587410768.gif
>>127902
I never liked EaW for it's characters, lore or geography, but Rosa is just top waifu.
Necromancers ftw.
Anonymous
df0da4a
?
No.127907
127908 127909
>>127905
>And take an AoO because you're using a ranged weapon in melee range
This is not a problem you wouldn't also have with an elven ranger using a bow, or a human wizard using a crossbow. If you can figure out how to make those work, you can figure out how to make an earthpony riflemare work. As I have said a thousand times before this doesn't have to be done prone. You can use an object in the environment to prop up the weapon, like a tree stump, rock, piece of rubble, or an NPC squire. Be creative, I don't care. You can even attach a little foldable tripod to the gun so that the earthpony stands and fires the weapon with one hoof.

Actually, why would there be an attack of opportunity against someone with a rifle? Just add a bayonet, and POOF! Your rifle is now functionally a spear and a melee weapon, and thus anyone who even tried to take an attack of opportunity on you would impale themselves or be stabbed. There would be no attack of opportunity, problem solved.

>the range at which you can get clapped while flat-footed is also increased
This comment basically amounts to "the party could be sniped or shot at by a marksman." That actually sounds like an interesting new danger, and one more reason to make frequent perception checks when you run through the jungle, and look for cover or try to use stealth. I genuinely don't see the problem.

>Four encounters a session
Why is that necessary? A session can have as many or as few sessions as the players or DM likes. If the game mechanics are changed in such a way that four encounters is too hard on health, then yeah, you should really reduce the number of encounters in a day. I am pretty sure most games do not run exactly four encounters in every session anyways.

If you are going to change the setting from I Can't Believe it's Not Tolkien to something a bit more technological and possibly civilized, you are probably making more changes to the mechanics than just simply adding strong repeating crossbows. I do not understand why anyone would find this surprising. You're probably making changes to the mechanics in your game anyways, just because there are so many supplements and homebrew options, because different people find different things to be fun, and because the underlying mechanics were not entirely balanced to begin with. So if changing the setting to something semi-modern or modern means you have to tweak some spells, the number of encounters a day, or how attacks of opportunity work, then no big deal and no surprise. You were going to tweak the mechanics anyways.
Anonymous
18a81f3
?
No.127908
>>127907
>I genuinely don't see the problem.
It's not a problem. It's just something to take into consideration when plotting out encounters.
Anonymous
18a81f3
?
No.127909
127912 127930
>>127907
>Why is that necessary?
Four encounters is just an average, you can do more.
A good adventure should have the party go through at least four party-level encounters per day, and about one adventuring day per session. A session can easily have more (not including boss encounters, or low-CR'd mob encounters), but I find them somewhat boring if they have less. While combat and treasure hunting isn't everything that makes a d&d session.
Note that traps and puzzles also count as encounters of their level. Pretty much anything that yields XP is an encounter.
>If the game mechanics are changed in such a way that four encounters is too hard on health, then yeah, you should really reduce the number of encounters in a day.
Ehhh... Then you have the issue of 15 minute adventuring days again, where the party rests after one or two major fights and doesn't do anything to progress the story. It's also somewhat unfair to martial characters who don't have any skills outside the realm of of combat and just wanted to kill goblins all day.
I think the more appropriate solution would be to up the CR of creatures with such weaponry, or increase the XP yield by an appropriate percentile. Simply reward the PCs for taking on greater risks that come with greater modernized weaponry.
A lvl 1 Kobold Warrior has a CR of 1/4; a kobold with a gun should be worth much more than that, even if PCs have gins themselves (The NPCs/Monsters only have to be lucky once; PCs have to be lucky every time).
Anonymous
0d510a4
?
No.127912
127917
1587434730.png
>>127909
>A good adventure should
That's ultimately subjective. If the players and DM are happy with how things are progressing and the speed is sustainable then it's an effective system. Obviously people have different preferences in terms of speed.
>about one adventuring day per session
Oh, that would never work in OE unless if we just had our 2 or 3 most active players. The same guidelines one uses for irl tabletop don't apply in an online game where some players want to play a bit every day and others are inactive for weeks on end; it's very difficult to manage and undoubtedly slows down the game.
>where the party rests after one or two major fights and doesn't do anything to progress the story. It's also somewhat unfair to martial characters who don't have any skills outside the realm of of combat and just wanted to kill goblins all day.
Fortunately even the more martial characters have plenty of opportunities to advance the story through roleplay. The story in OE resembles that of a novel far more than that of an action movie. The vast majority of "sessions" don't have any fighting at all (not that it would be really practical on a party level due to aforementioned activity issues) but it makes the combat that does happen be more thrilling and intense. In fact, I've recommended that there be more in-game time between combat encounters because it doesn't make sense for characters grievously wounded yesterday to be fighting again today (aside from a survival or desperate war setting, and we're not there yet). I do want time in general to pass by quicker but it's a problem of having a large online party with questionable schedules, not a fault of the DM.
Also we had that problem of a dungeon that had to be attacked in piecemeal, not because of guns but because of undead that were perhaps overleveled for the players. It took a long time to finally clear it out and part of the party had already lost interest.
>XP
That's a whole new can of worms. I agree though that better armed monsters should be more valuable.

You're thinking in more of a traditional DnD mindset with a focus on dungeoneering and mechanics. Although there's plenty of that in OE it's clear that the focus is on roleplay and character interaction with flexibility being used to prevent unwinnable situations. There can be deficiencies in combat but good story-telling can gloss those over and keep the players invested through immersion. Sure, we have different preferences in what we want from our campaigns but that's why DnD is a RPG and not a MMORPG.
Anonymous
384700b
?
No.127917
127921 127930
>>127912
Imo, when you put it that way, what you describe sounds more like a long-running CYOA than a D&D session.
>Less than one day per session
That's agonizingly slow, imo. Just the thought of rationing a handful of spells and/or X/day class features over several weeks irl is frustrating.

Scheduling is the most difficult part of DMing, but also the most important part. It doesn't really help than chansites aren't exactly the best medium for running d&d sessions though...
Anonymous
b93faae
?
No.127921
158743796.png
>>127917
>That's agonizingly slow, imo. Just the thought of rationing a handful of spells and/or X/day class features over several weeks irl is frustrating.
Anonymous
d72e2fc
?
No.127930
127931
>>127909
sigh
There are a hundred billion ways to construct an RP session, and several thousand that involve guns, ponies, and only minor tweaks to existing D&D rules in either 3.5 or 5e.

You want four sessions per game day but higher average enemy damage die? Then increase the availability of health potions. Use modern medical care like blood transfusions and drugs. Have fewer kobolds than guns in an encounter than you would otherwise have kobolds with swords. Accept harder encounters.

Not everyone likes the same things, not every session or encounter or adventuring day is the same, just as not every GM is the same. Adapt and improvise. And if a GM can't do that, I doubt they are a very good GM.

>>127917
Jesus, then ration the spells or class features by the encounter, hour, session, or some other metric than the day
Anonymous
65116e5
?
No.127931
>>127930
>then ration the spells or class features by the encounter, hour, session, or some other metric than the day
That's an interesting idea. How would you go about balancing that?
I guess the Spell Point/Slot Recharge system of unearthed arcana is a start, although that one is still derivative of the vancian casting system.
https://molivero.com/dndtools/USRD/srd/variant/unearthedRecharge.html

I guess how you implement it depends on how many adventuring days (or lack thereof) you intend the party to get through in a session

Eberron and D20 Modern both use action points. What they have in common is the date at which they were published (late in 3.5e) and the fact that they're both tech-heavy settings with a relative saturation of humanoid enemies. Unearthed Arcana has an action point system too, but it's also much more powerful, for crunch games where PCs need a bit of extra luck to establish them as the heroes of the story.
Anonymous
0d510a4
?
No.127932
127935
1587478413.png
Question for DMs: do you use Campfire Pro or a similar program? Looks like it would be quite useful in compiling an ever-growing list of character information, maps, and homebrew rules.
https://www.campfiretechnology.com/pro/game-masters/

As for balancing magic with technology in a modern setting, it's not impossible to do (though staying within the bounds of 3.5e is another matter). Usually technological and magical components are incompatible with each other and interfere, like in Arcanum (https://www.youtube.com/watch?v=QXAPdwOza9U) where magic makes technology go haywire (which is an interesting twist on the usual trope of metal dampening magic). Space Station 13 is a goofy sci-fi setting and it has DnD-style wizards. SS13 wizards are glass cannons who can blast fireballs, walk through walls or kill with a touch, but are very mortal and can be shot, stunned, or suffocated like anyone else; they also have to wear obvious robes to use magic (some limitations can be overcome, like by having a gem-encrusted hardsuit for spacewalks or being able to cast magic regardless of clothing, but either option costs spell slots). The anachronism of fantasy and technology can be very fun if done right, but it has to be done right.
Anonymous
65116e5
?
No.127933
127942
>>127612
>Unicorns: +2 int, +2 wis, mage hand cantrip, run, spell knowledge
>Natural weapon: hooves
>quadruped
>Mostly herbivorous
I meant to mention this earlier, but what's with the mage hand "cantrip". This is for 3.5e, right? Cantrips aren't at-will in third edition (sadly); you might be mixing it up with 5e or Pathfinder.
Mage Hand is also a somewhat mediocre ability, or at least compared to At-Will Flight. Mage Hand cannot manipulate creatures or magical objects, nor can it be used to attack. It also requires concentration, which would render a unicorn unable to attack, use skills, or cast spells while doing so.
Greater mage Hand would be more appropriate for what you're looking at, although you should probably limit the range and consider it a supernatural ability.
https://dndtools.net/spells/spell-compendium--86/mage-hand-greater--4462/
Spell like abilities require concentration, and provoke attacks of opportunity when used. I think a unicorn's horn is more of a minor supernatural ability (Su), since unicorns in the show have been depicted activating their horns while concentrating on unrelated tasks.

Ponyfinder gives Unicorns Unseen Servant two times a day (or maybe 3, I don't recall), which accounts for their capabilities to use their horns to perform mundane tasks and maniplulate objects across the room; at lvl 6 (the best starting level for Ponyfinder, since the ponykind races are arguably advanced races), a unicorn would be able to maintain that power for a total of 12 hours (2 consecutive castings).

I notice you're also giving all of these races natural weapons. I'm not really sure that's appropriate if you want to keep them close to 0 LA. It's not an unbalancing measure unless it's optimized (it is two extra attacks per round), but the question arises if pony hooves are really suitable as weapons (especially if we're giving them soft, squishy frogs, pliable enough to hold delicate objects and operate firearms). If ponies wanted to attack with their hooves, they could just as easily take feats for it, or wear gauntlets.
Anonymous
65116e5
?
No.127934
127942
>>127612
In my monster-pony game I gave each of the players a customized racial template using the PF race-building mechanics.
Pathfinder handles races differently since it doesn't include level adjustment at all, but uses Race Points to define the power level of a character. High RP races count as one or two levels higher than 'normal' characters in terms of how a DM should challenge them (they earn XP the same way though), but that difference is written-off once the party reaches a certain level and racial abilities become irrelevant. You could say it's an auto-integrated measure of the LA buy-off system for reducing level adjustments from Unearthed Arcana, only it's simply concerned with starting level and challenges, rather than the advancement of individual characters.
Since you didn't mention level adjustment in any of the races you posted, it might be worth looking at. It'd be best to try to keep them at 10-20 RP though, assuming you start at a low-mid level.
https://www.d20pfsrd.com/gamemastering/other-rules/creating-new-races/
All of the ponykind races in Everglow are about ~10-16 RP; either standard or advanced depending on how you interpret their abilities. As much as I've come to hate Ponyfinder, they at least tried somewhat hard with the races.
It might be worth glancing at, although the books personally make me want to barf. I'll link them to you if you want.
https://www.d20pfsrd.com/races/3rd-party-races/silver-games/ponykind/
Anonymous
65116e5
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No.127935
127942
>>127932
I forgot to mention that Ravenloft is a D&D setting that uses renaissance level firearms.
It's a fun setting, although the nature of the demiplane of dread limits what can and can't be used in the setting. Ravenloft devices are infamously abusable if applied to games outside of ravenloft, although I guess what happens n ravenloft stays in ravenloft.

As for balancing guns in d&d, the issue isn't so much that guns will make PCs overpowered (PCs are the heroes of the story anyway. They're supposed to win), but that mixing magical items with mundane tech makes the item economy harder to balance. Ranged Combat is still pretty basic in 3.5e, since there's no equivalent to power attack; so it's not really a question of how deadly a ranger will be as it is considering what kind of tricks a barrelmancer Wizard, Cleric or Artificer could pull off.
I like the PF firearms system though. Gunslingers are awesome, even if they're tier 5.

As for semiautomatic weapons, D20 Modern/Future specifies that although certain weapons give you chances to shoot more often without reloading, they do not necessarily give you extra attacks per round (because that'd be irreparably broken), without taking long chains of combat feats; and even then it's just one or two extra shots.
Anonymous
65116e5
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No.127936
>>127888
>There is certainly a lot of effort that went into these
lol, no. Ponyfinder is rather lazily written, imo, but my standards are also high.
>How good is Ponyfinder?
Personally, I think the setting is kind of trashy, but I guess there's only so much that you can expect from a fan-written homebrew setting, based on fingerless creatures from a
It does have a handful good ideas though, so it might be worth peeking at.
https://thetrove.net/Books/Ponyfinder%20Collection/
>I don't see any batponies
They call those leatherwings. They're a physical tribe.
>something called "ghost ponies"
Just a rip-off of third edition ghost elves. Ponies that lived on the ethereal plane for generations.

As for the pounce attack, that is definitely something to reconsider. Pounce is the most powerful extraordinary ability a martial character can hope for, and the reason why barbarian dips are so valued among non-lawful martials.
Anonymous
65116e5
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No.127937
1587483273.png
>>127888
forgot meme
Anonymous
65116e5
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No.127941
127942
>>127614
>What's exactly the difference between 3.5e and 5e?
I think the main difference between 3.5e and 5e is the complexity of the systems. In 3.5e there's no shortage of existing rules to work with, and thousands of ways to build a character or an adventure. I prefer 3.5e for the freedom and options it provides, whether it be wrestling gods or changing the world with spectacular feats of arcane might. In terms of race, build, or character concept; there's no shortage of content in third edition to work with, imo. It rewards both players an DMs for having encyclopedic knowledge of mechanics across the system.

5e is a much more simplistic system, but also has a lot less options and content. Compared to 3.5e, there's only a handful of character build. A lot of rules are seemingly open ended too due to lack of content, whereas 3.5e has entire books dedicated to sections of the rules.
5e did try to balance the system a bit more, that that really amounted to just nerfing everyone. At the same time, the lack of options makes it harder for an inexperienced player to fuck up, making it a very high-floor-low-ceiling edition. That, in part, factored into it's vast popularity.
Anonymous
0d510a4
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No.127942
127946 127949 128012
158748638.png
>>127935
>D20 Modern/Future specifies that although certain weapons give you chances to shoot more often without reloading, they do not necessarily give you extra attacks per round (because that'd be irreparably broken)
tbh such balance-breaking rapid-fire weapons could have existed in a medieval/fantasy setting had someone thought of it. Apparently it's possible to make a rapid-fire war bow that is relatively easy to use: https://www.youtube.com/watch?v=pOmR0EGUQbQ

>>127933
>unicorn magic
Hmm, interesting
>natural weapons
I pretty much thought about giving every creature natural weapons because it's "balanced." Griffons due to their physiology are going to be one of the most fearsome races when unarmed and I'm not sure what to do about it. I do now know not to give them pounce, though keeping it available as a fighter-specific feat may be appropriate.
>soft squishy frogs
Yeah, but the outside of pony hooves are still hard and that's what they walk on; I wouldn't want to get punched regardless

>>127934
Good advice!
I can see why Ponykind is terrible now. 1d4chan gives a good overview too: https://1d4chan.org/wiki/Ponyfinder
>This mark is emblazoned on a pony before birth entirely on its own
>before birth
>ghost ponies
Ponifying an already existent race (considering that ponies coexist with humanoids in the setting) is both lazy and pointless; there's no shortage of interesting creatures and magic from MLP that could take the place of such a knockoff.
>zebra have +2 intelligence
We wuz scientists
>Antean ponies
Again, there is nothing in the show related to them; I couldn't even find any art of Anteans on DB. It's lazy considering that canon Saddle Arabians are implied to be horse-sized anyway, and the DM for OE made Karkadannistani horses with a far more interesting background than Anteans
>Spiritual paths
Are these supposed to be prestige classes except without any required effort? "Chaos hunter" seems tailored for Mary Sues
>Gem ponies get AC against ray attacks and better saving throws against fear/despair
Extremely useful abilities that I'm sure won't be forgotten by even the player /s
>Clockwork/warforged
Truly the laziest
>Satyrs
There's a reason why fics featuring courtship between humans and ponies rarely show offspring or anything clearly crossbred; it's because these are really creepy
>humanoid pandas literally called "Big Mao"
LMAO

Now let's look at the racial pages themselves:
>earth pony
At least they had the similar idea of giving trample at level 1. >non-dexterous tho. Players want to give their ponies a greatsword, and a -2 penalty is no bueno
>pegasi
Becoming more proficient fliers through leveling up is good, though I think a better solution is making flying its own skill that only flying creatures can take. Also, why did the authors go through all the trouble of avoiding copyright infringement through names and use cartoon vectors of the Mane 6?
>unicorns
Why do they have gore? I'm a fan of natural weapons and even I think it's ludicrous to give MLP unicorns the ability to gore creatures
>Rainbow Dash
That can't actually be in the actual book. Please tell me it isn't. I can't live on the same planet as this.

Thanks for giving the sourcebooks, I didn't want to give a penny to these jokers. I hate how tolerant fandoms are, just because one group was the first to "adapt" My Little Pony to DnD this is supposed to be the definitive adaptation? With these prices and all the books they must have earned thousands for such lazy worldbuilding. Even the pictures they use look retarded: https://www.5esrd.com/races/3rd-party-publisher-races/silver-games-llc-races/pony/spiritual-tribes/

>>127941
In short: they dumbed it down. Thank you.
Anonymous
65116e5
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No.127945
>>127612
>Horses: +2 con, base land speed faster than ponies, run,
>Hedgehogs:
>Abyssinians
>Parrot
>Jackals
Do you really want to stat all of these creatures as 0 LA (as in, playable) races? When you run a pony game, you can expect that most of the players will want to play ponies, so statting obscure races might not be worth your time.

If you want monster stats, 3.5e has published races of humanoids and monstrous humanoids similar to more than half of the races you posted.
Anonymous
9906fd4
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No.127946
>>127942
>zebra have +2 intelligence
>We wuz scientists
That's probably because they wanted to give zebras an advantage in being Alchemists, which is a decent class in pathfinder.
Besides, there's no real reason as to why zebras in a fantasy setting should be as dumb as niggers irl just because they happen to live on the same continent. It's not like we hold elephants to that standard.
>Spiritual paths
Those are alternate racial features that ponykind could trade their flexible bonus feat for.
Pathfinder allows characters to pick between multiple racial traits and subraces.

A "pony" is the base race: a four-legged fey creature with low-light vision.
A physical tribe would be Unicorn, Leatherwing, Earthbound, Pegasus, Seapony, or Ghost Pony.
The spiritual tribes are effectively zero LA templates that you can take in place of the bonus feat.

>I think a better solution is making flying its own skill that only flying creatures can take.
Flying is already a skill (for flying creatures) in Pathfinder.
Pathfinder characters also get more feats, so pegasi could afford Improved flight or whatnot.

>I can't live on the same planet as this
lol, that's what I thought.
Like I said, it's kind of low effort, but I practically had to read it for my own pathfinder game.
It's part of why I have a natural aversion to homebrew. It's hardly ever professional quality.
It's also not actually based on the show, but a homebrew original setting that looks like the show.

But I do agree it's bad. For my game, I didn't keep very much of if besides the Fingerless rules, and a few of the racial traits for my NPCs.

> https://www.5esrd.com/races/3rd-party-publisher-races/silver-games-llc-races/pony/spiritual-tribes/
You're looking at a 5e page.
Check the books. Even the SRD page I linked seems inacurrate (because apparently nobody cares enough to edit it).
Anonymous
9906fd4
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No.127949
>>127942
>I do now know not to give them pounce, though keeping it available as a fighter-specific feat may be appropriate.
It's actually a Barbarian alternate class feature. Lion totem barbarians can trade their improved speed for pounce.
Pounce is a an awesome ability, and potential to gain it is arguably what makes Barbarians tier 4 (while fighters are tier 5).
I played an unbercharging centaur with pounce and rake as a racial abilities (Blood Horse). A flying monster with natural weapons, pounce and rake is a recipe for thermonuclear damage, but it become absurd if you take away the LA and RHD you would normally need to get there.
Anonymous
71f744f
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No.128012
>>127942
>With these prices and all the books they must have earned thousands for such lazy worldbuilding.
I've never spent a cent on d&d, and I refuse to spend anything on this crappy setting.
I have the core books on TheTrove, but I don't really read them.

I have a general aversion to homebrew. The reason why I decided to read ponyfinder was so that I could read about other people's games, since it had been tested before.
Anonymous
81fb529
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No.128025
128029 128038 128074
>>127611
What are the pros and cons of using 5e over 3.5e?
Also a Pony race needs a Cutie Mark mechanic that allows a significant boost to a chosen skill and minor boost to a chosen stat. Plus 3 to Fluttershy's Charisma or Wisdom and plus 6 to the Animal Handling skill.
Trying to make ponies balanced makes them inferior to OP racial choices.
Anonymous
71f744f
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No.128029
>>128025
>Also a Pony race needs a Cutie Mark mechanic that allows a significant boost to a chosen skill and minor boost to a chosen stat.
I think a flexible bonus feat would be in order. Shows that every pony is born with a unique talent.

Skill bonuses would work, but they're also pretty mech as far as mechanics go.