>play Pathfinder
>fight a monster in a boathouse
>there's a boat suspended on chains on the ceiling
>while the enemy is distracted with my party, cut the chains on one side
>this takes two turns
>boat comes swinging down and crashes into the monster
>it barely does damage
>I could have just stood there and done 6 attacks instead for much greater effect
I think it's time to take the OSR pill
What's a good classless system that lets players pick abilities that serve as tools rather than buttons that make you do more damage? Low Fantasy Gaming and Knave are great, but one has classes and the other lacks abilities
/osrg/ told me to make my own thread
Nothing Ever Happens Shirt $21.68 |
What class and level was the boat?
It was on the upper level and took classes at boating school
Criminally underrated post
Made me laugh, so frick you.
Mahogany 2
Rowboat 7/sailboat 1
Did your DM autistically calculate the actual damage the boat would do? If yes and it was too low, that's a bad DM. If no and the damage was too low, that's also a bad DM.
I play Pathfinder 1e in OSR style by not being a bad DM when my players are creative.
To be fair we're at a level where we're playing superhumans with magical weapons, we should be much more dangerous than a boat. Just need a more grounded system I can enjoy, to learn it and then not find any players for it
I drew what I assumed was the standard way of hanging a boat, explained what I wanted to do and what effect I was trying to cause. The GM agreed it was plausible.
>confidence issue
Yeah maybe, I just didn't want to argue that it should do more damage just because I was trying to do something special.
What a moronic DM. Not a surprise with pathfinder though. Pathfinder players and DMs are autistic as hell.
Any halfway competent DM would reward ingenuity like that. This is the kind of shit DMs want, that we are silently begging in our heads that our players might do. A boat like that is a Chekhov's gun to a DM and seeing players ignore it so they can instead do something more basic, makes us suffer in silence. For dumber players we'll tell them to roll perception just as an excuse to point out the details of how the boat is hanging just so they might catch a hint.
>To be fair we're at a level where we're playing superhumans
Even still, I'd have had the boat knock the baddy out, worst case I'd have made it worth three turns worth of damage. Or depending on the baddy he would have been incapacitated for a turn or two or knocked into the water.
Thinking about damage only in numbers is autistic as hell.
But if you're at that level of being superhuman and fighting a similarly powered demigod in a fricking boathouse then there are way more problems with the game's balance.
And all the while the GM doesn't mention that the boat isn't going to do much damage!
If my players were fighting the top god of their world in a massive dark souls style cathedral and one of my players climbed up into the rafters to sneakily cut the ropes of the chandelier, he's not going to shrug it off, it's going to mean candles and melted wax in his eyes, not enough to do damage but enough to blind him for a handful of turns and give a massive advantage.
Doubt you even look for players who do things like that. You just like complaining about your players.
Ok, never GMs.
>Even still, I'd have had the boat knock the baddy out, worst case I'd have made it worth three turns worth of damage.
Okay, clearly this boat is more powerful than any real weapon. Seeing as I have the carrying capacity to wield it, I'm bringing it along for the rest of the game.
I mean, Cthulhu got beat back by being rammed with a lil boat once
>Did your DM autistically calculate the actual damage the boat would do? If yes and it was too low, that's a bad DM
You mean it's a bad system. What, your boat does a range of 10-100 damage dependant on the class and level of the thing it hits? What's the point of progressing then if your characters can't take that same boat in stride when they hit level 20? Why use actual weapons when you could just use boat-themed damage in percentage?
just play b/x
>Be unloading full auto 7.62mm steel core on some fool
>Notice he's standing by a movable basketball hoop
>Stop firing to circle around and push hoop down on guy
>He doesn't even die
Wtf why is reality so simulationist?
What a moronic comparison.
Black a boat is pretty fricking heavy. It can crush a man.
Actually, one of the defining characteristics of boats is that they're lighter than the amount of water they displace
>He thinks in just dealing damage numbers
Ultra pleb detected or master baiter.
I suppose it might have also knocked them prone if I was feeling generous and they failed a save, maybe knocked them into the water but it would be stupid to expect that.
Boats displace a very large amount of water. A literal ton of water fills a backyard kiddie pool
m8, a regular bathtub holds like 200+kg of water
Not applicable holy shit
Op you need to find a new dm, the system doesn't matter here. You have a dm issue, or confidence issue. If chopping the chains from the boat seemed more interesting and if you play it up as a trump card to the fight, 100% your shitty dm realizes that it's impactful. Vs when you say it like a wooden magnet:
>I chop the boat chains
>I chop the other chains.
>Does the boat fall on him?
>Do I win?
Hi there!
You seem to have made a bit of a mistake in your post. Luckily, the users of Ganker are always willing to help you clear this problem right up! You appear to have used a tripcode when posting, but your identity has nothing at all to do with the conversation! Whoops! You should always remember to stop using your tripcode when the thread it was used for is gone, unless another one is started! Posting with a tripcode when it isn't necessary is poor form. You should always try to post anonymously, unless your identity is absolutely vital to the post that you're making!
Now, there's no need to thank me - I'm just doing my bit to help you get used to the anonymous image-board culture!
Really? That's a name, not a trip. And he obviously only did it to mock the actual annoying namegay.
Didn't even notice that he did until I saw your autist pasta. Who the frick cares? 4chinks "culture" kek
Go back to plebbit, troon gay
> You have a dm issue, or confidence issue.
Definitely a DM issue. Assuming the DM isn't a total idiot, he immediately picked up on what you were trying to do. He therefore should also have picked up on the implicit assumption you made in trying to do that: namely, that the game should facilitate creative out-of-the-box strategies like dropping a boat on people, even if RAW they would be ineffective.
This means he should have done one of the following. If he wanted to stick strictly to the RAW, as soon as you said you wanted to start cutting the chains, he should have said something like: "You know this only going to do like 3d6 damage, right? Are you sure you want to do it?" Or, if he wanted to "yes-and" you, he should've let the boat do level-appropriate damage, commensurate with the time you spent. Either would've been legitimate, but what he actually did was just a lame bait-and-switch.
>the DM should stop the players doing dumb things or accomodate said dumb things
No.
If the players want to drop a house on a magical monster which can explicitly only be hurt by silver? Theyre entirely free to do it and no good DM should even try to stop them, likewise no good DM would or should then go and find a way to make that stupid plan work out.
Players have freedom, that freedom is only meaningful if they can proceed to balls things up.
> Players have freedom, that freedom is only meaningful if they can proceed to balls things up.
Yes, but only if the rules in force are clear enough. In the OP's case, they weren't.
In most RPGs—and certainly, and, especially, D&D and its descendants—"reality" operates according to different rules than it does in the real world, just like how it does in action movies, epic poetry, or cartoons. Just like there's "action movie logic," there's "D&D logic."
The problem is that the specific of the"D&D logic" that governs a given game varies from DM to DM, and isn't really something that can be made totally explicit in advance. So, while ideally everybody's on the same page about this, there's always room for misunderstanding. So, sometimes when the player does something that *seems* crazy, it's not because they're *being* crazy: it's because they're making different assumptions about the particular version of D&D logic that applies. Unless the DM has made the relevant details explicit, this is a communication issue, not player error.
> If the players want to drop a house on a magical monster which can explicitly only be hurt by silver?
This is actually a good example. What does "only hurt by silver" mean here? Is it (a) that the monster instantly regenerates damage from non-silver weapons (as in 3.5x D&D, iirc), (b) that non-silver weapons harmlessly bounce off, or (c) that no non-silver attack can impede it in any way? If it's (a) or (b), dropping the house could actually be effective. Instant regeneration doesn't help when the damage is constantly being applied (because you're constantly being crushed by the house); while the house might not *hurt* the monster if (b) is true, it could certainly *trap* it.
So, unless you think this should already be clear to the players, you'd owe it to them to ask them something like, "by dropping the house, what are you trying to accomplish?"
>"by dropping the house, what are you trying to accomplish?"
Player goals dont matter, so why would I ask the question? I dont care what they WANT do do, I care about what they say theyre doing and subsequently the impact that has on the world.
Because the old-school approach you're describing is stupid and pointless unless the world feels real to them, and the world won't feel real to them if they can't grok the version of D&D logic you're using.
If probably personally that the house doesn't kill it, but probably either knocks it unconscious or at the very least hurts like a b***h and it's going to take it a bit to get out, giving them time to get ready to jump out while it's weakened.
>If chopping the chains from the boat seemed more interesting and if you play it up as a trump card to the fight,
at this point, you are not playing Pathfinder. Pathfinder is a rules based system, where outcomes are determined by the rules. You are describing a narrative based system, where the narrative determines the outcome.
This is a problem with most rules based systems, where the most powerful outcomes are done by following the rules and abilities given to the PCs. In these types of systems, attacking over and over again is typically the best choice. OSR partially solves this by making the abilities given to the PCs terrible and forcing them to think outside of their predetermined abilities.
You OP's DM?
>food analogy
It's not OSR, but Conan 2d20 might be what you're after. Sword and Sorcery was a fairly large influence on early D&D/OSR, and 2d20 is very focused around characters feeling larger than life. By default at least, you can play more down to earth PCs if that's your thing. First things first, have this thread of explanations about various parts of the game. It will give you an idea if it'll be your sort of thing
https://archive.4plebs.org/tg/thread/81696580/#q81696782
The game is classless and skill based, the game makes all the Skills it provides varied and useful, often allowing them to be useful for PCs you might not expect. Such as the Sorcery Skill being great for sorcerers and witch hunters alike
The Talents, think feats, for the Skills themselves are super varied. There are a couple of more common effects, but most tend to be unique. For the common stuff the most basic is letting you reroll a dice on the relevant Skill test. It could be lowering of task Difficulty for specific uses of that Skill, such as Garrulous reducing the difficulty of Society checks when looking for aid from contacts. It could let you sub the Skill for a different Skill in another situations, Animal Handling's Animal Healing lets you use AH to heal animals instead of Heal. It lets you do it on humans too but the task is a step harder. Some might provide additional Momentum under certain conditions or new ways to spend it. Trick Shot for Ranged Weapons gives you 1 Momentum you can't save, and can't be spent on damage, for any ranged attack you make. Then there are just a load of unique things, most of which end up being new tools or ways to approach things
All of that is compounded by the sourcebooks as each of those give new talents to further support different styles of play. Combat has a little more going on than just attacking too, letting you make enemies flee with displays of strength, and environments can have impactful versions of that boat. See picrel (6 is a lot)
If you want crazy abilities for your OSR characters, use Gamma World/Mutant Future. Reskin it if you want it to be more fantasy.
How would OSR help with this? The issue is that the GM chose to give a falling boat shitty damage. He would have done that whatever system you were using.
it's pathfinder, a boat does 3d6 whole damage when it falls on someone
3d6 is more than enough damage to kill a normal man
>3d6 is more than enough damage to kill a normal man
Yeah 215 times out of 216 a boat falling on a guy will incapacitate a 3rd ed commoner or 1st level wiz/sorc
Pathfinder gives commoners and arcane full casters bigger hit dice though
It actually does less if you give the section on falling objects a read.
>Objects that fall upon characters deal damage based on their size and the distance they have fallen. Table 13– 11 determines the amount of damage dealt by an object based on its size. Note that this assumes that the object is made of dense, heavy material, such as stone. Objects made of lighter materials might deal as little as half the listed damage, subject to GM discretion. For example, a Huge boulder that hits a character deals 6d6 points of damage, whereas a Huge wooden wagon might deal only 3d6 damage. In addition, if an object falls less than 30 feet, it deals half the listed damage. If an object falls more than 150 feet, it deals double the listed damage. Note that a falling object takes the same amount of damage as it deals.
If the boat is huge, it would only deal 2d6 damage because it's not made of dense, heavy material. And since it likely fell less than 30 feet, it would only deal 1d6 damage. Hit points are stupid in dnd and pathfinder
>If the boat is huge
I meant large
I believe that's per 10 feet, they just forgot to write that. If it's not the case, I don't give a shit, that's how I've always ran it.
>It can crush a man.
One end of a regular dinghy swinging down from ceiling height isn't going to crush a man, much less a monster.
>I believe that's per 10 feet
That would make dropping random items about a hundred times as effective as using the "drop heavy object" spell.
It seems like most Anons aren't really thinking about the kind of boat that would actually be hanging from chains in a boathouse, especially in a position where it could fall anywhere but directly into the water. If it's just hanging up in the rafters for storage like a bicycle, somebody lifted it up and hung it there.
Because 3.0 and later DnD's rules are written in such a way that what OP tried to do IE use an environmental factor to their advantage is explicitly penalized. This isn't just a "muh bad DM" thing. There are rules and guidelines for falling and falling object damage in the 3.0/3.5 DMG and Pathfinder core rulebook and those rules and guidelines make doing what OP did explicitly the wrong choice.
This is what happens when you take a bunch of CCG game designers and have them develop an RPG. They design and balance the game like a CCG or Deck Building game. Most of the strategy in 3rd ed and Pathfinder is in the character building not in reacting to the situations presented by the DM. It encourages PROACTIVE rather than REACTIVE thinking. In fact, 3rd ed and Pathfinder go a step further by designing systems expressly to punish the player for reactive thinking.
Some people really enjoy Theorycrafting as it's called. Some, like yours truly, find it boring and frustrating.
>Ever game is either OSR or 3rd Edition or later dnd.
Oh so you are moronic as well as your gm. Nice that your halfway house has a game going.
this is correct. 3e and up are a miniatures combat game, the design space frowns upon bypassing the miniatures combat. OP was trying to sneak around "killing" the monster for the reward and the mechanics emphasize punishing that.
Any system with feats is designed to be played more away from the table than at the table.
>3e and up are a miniatures combat game
You are correct that the real game in 3.0 is designed to be played more away from the table than at the table, but I disagree on exactly what the "real" game is.
IMHO, 3rd edition and its derivatives (including 3.5 and Patfinder) are more of a Deckbuilding Card Game disguised as an RPG. The "cards" in this case are Feats and Class abilities. The right combination of these "cards" can make miniatures or positioning or other strategies irrelevant.
Modern D&D has combat that leans very heavy into the math side of things and actively discourages people from doing outside the box play. The problem is when you start allowing creative solutions their whole system breaks down. So they write the rules to make creative options explicitly worse than your defined abilities. They designed the combat as a minigame and you aren't supposed to break it.
Pre-WotC combat was not balanced. Stuff went down pretty fast so you could let a boat drop kill a bunch of guys. The game had a looser framework and adapts better when the players want to step outside the lines.
>they write the rules to make creative options explicitly worse than your defined abilities
That's more to do with defined abilities being powercrept to frick, and less to do with """creative""" solutions being nerfed by design.
Yes, because one unbalanced mess is better than the other unbalanced mess because it's older then the other one. You can be creative or be by the book in both, really it's all about the style of your dm.
Mutant year zero. Yes you start off with mutant powers that border on magic but they are a resource that can be used and every other npc also has said powers, some which can be more powerful then yours.
>you can cut through steel chains
>but a wooden boat thumping on a monster is supposed to do more damage than someone who can slash through solid steel?
hmmmmmm. Sounds like you want *less* realism anon.
I don't know OP, this guy seems to be onto something.
Their mistake was not to set the boat on fire before dropping it on the thing.
Would a boat on fire do more damage than someone that can break steel? I'm not sure, but possibly it could, come on!
do you think a boat takes some massive chain to suspend or that chains were some insurmountable obstacle that once placed ordinary people lacked the ability to sever?
In what world are those chains?
that’s the point, boats are typically hoisted with rope, there’s literally no reason to use anything but thicker than like 6mm tops
anything below 6mm can be severed by a child and a single 6mm sling will hold over a ton even at shit tier grades
it’s like a padlock, ever tried breaking one? you take two wrenches and the thing explodes in seconds
>6mm
referring to chain obv
OP mentioned neither the nature of the chains nor the method used to break them.
exactly, so why would you assume it was some superhuman effort resulting in an anime katana moment and not the obvious thing that any adult can accomplish irl, given the laughably low load bearing requirements of a 3d6 damage boat?
Because OP seems to think the boat should have dropped like a nuclear bomb.
you’re being moronic
Seethe. OP thinks dropping the boat is a combat-ending action. That implies the boat is large. Big boat means big chains. It took him 2 rounds to break the chains implying they are tough. I know autists struggle with context clues but step up homie.
Black person, 2 6mm slings will hold like 3 tons
you are being moronic and you’re signaling you’ve never held a tool in your life
stop talking about things you have literally no clue about
I think what the OP was expecting was more like "It goes prone!" or "It's stunned for a round!"
That's the best way to reward creativity
that’s not my point, I’m just saying chains are very strong in one direction but are relatively easy to break and even a big boat wouldn’t need some massive cartoon chain
chains have their own mass, you don’t add unnecessary stress to the boathouse and make the chain harder to handle for literally no reason
Pic related?
Lol frick off.
that’s a modern boat being lifted out of the water by a lift designed designed to handle 18m modern boats, not a time appropriate boat hanging in a boathouse, imbecile
And we're talking about a fantasy boat of what OP believed to be significant weight, suspended by chains which were difficult enough to sever to take considerable effort.
You're moronic for thinking said chains are comparable to modern standards in terms of dimensions/alloy, and you're also moronic for thinking the chains couldn't possibly be suitable for suspending weight in excess of their current load. As though you're somehow an authority on the subject of every make believe boathouse possible. Imagine getting as petulant and pretentious as you about imaginary chains. I bet you couldn't even find the clitoris with a map.
lol u mad
It's not my fault your insecurities cause you to read all criticism in an aggressive tone. See a therapist.
A dinghy falling from 3m is going to have like 400 newtons m8
Who the frick cares?
Non-morons
is there a game that explicitly and by design promotes situational play instead of direct combat?
and i dont mean “rulings not rules”
but actual rules that make doing indirect stuff more effective.
You'd play shit like Fate and lose your mind
>boo hoo my character is so powerful I hit harder than a boat falling on someone boo hoo
Fricking homosexual.
Anon there's a reason people actually fought instead of Benny Hill slapstick each other to fricking death.
>>good classless system that lets players pick abilities that serve as tools rather than buttons that make you do more damage
If you want that you should be looking at career/skill based games, instead of dnd retroclones. Barbarians of Lemuria and Swords of Cepheus are good.
GURPS
Literally could have had that be the first reply and ended the thread.
How much damage does the boat do in GURPS? Which supplement are the in-depth rules in depending on whether it's a life boat, a patrol boat or a fishing boat? What advantages interact with boat-swinging?
How heavy is the bote
OP didn't specify, so give me the damage for 1 metric ton (smaller boat) to 10 metric tons.
https://gurps.fandom.com/wiki/Dropping
>which supplement
Literally in the basic set
This is your mind on DnD
>"Oh, let me just pay $35 plus tip for rules on what happens when a boat falls down"
Basic Set only has six watercraft, with nothing quite filling the gap between canoe and penteconter at the TL this boat would be at.
You obviously don't need to know how fast a boat can go and how much it can carry to determine how much damage it does. You just need to know how big it is and more importantly how much it weighs to be able to determine it's slam damage. And if the DM put a boat in they damn well better have a vague idea of that info.
No, these are GURPS rules. We need to know how many HP the ship has and its velocity, calculated as √(21.4×g×distance in yards) rounded to the nearest number. g being the standard gravity of the setting.
no, you need to know the striking material and cross area surface
a 10kg metal cone doesn’t do the same damage hitting point first and butt first
Both secondary homosexuals with no knowledge of the system
I literally said you need to know the HP and velocity, homosexual.
Yeah, but you added
>√(21.4×g×distance in yards) rounded to the nearest number. g being the standard gravity of the setting.
in order to obfuscate that it actually is easy because you do not need to do any of that in 99.99% of cases. You just put how many yards it moved that round.
You can take the number of yards fallen and look the velocity up in this table, but that only applies if your setting has the same standard gravity as Earth. Else you use the formula given.
What DnD player plays in a setting where gravity is different, let alone thinks about the gravity of their setting?
homie, have you left the Material Plane?
Read the second part of my question now.
>get btfo about gurps
>b-but dnd bad…
kys
Didn't get btfo, please stick to gaslighting your fellow trannies in your discord.
>denies reality
>can’t stop thinking about trannies
just skip the extra steps and commit sudoku
I’m not talking about gurps, I’m saying the idea that the only thing determining the damage potential of a falling boat being its size and weight is moronic
a boat hitting you bow or keel first is an entirely different category than one hitting hull first
That sounds like a problem with your DM, my dude, not Pathfinder. Lord knows that Pathfinder has problems enough without us having to make shit up.
Like, what did you think this was? It's not a simulation. If the DM wanted the boat to do shitloads of damage then he would have. Talk to him instead of blaming the game.
>I think it's time to take the OSR pill
OSR has the same exact problems because this is an issue of mundane attacks not doing enough damage to matter vs high level threats which is the same in pretty much all DnDshit.
Have you tried...
Just use Tunnels and Trolls.
The system rewards shit like that and makes the basic combat so minimalist that it encourages the players to pull these stunts.
Not OSR, but close enough. It's a pretty fun system if you use it right. Most people don't. 5th edition is better than the new ones.
>phave a DM who punishes any plan or out of the box thinking/action
>his self-insert character knocks people out with his coin purse 100% of the time and kills groups of bad guys in one go by dropping rocks on them anytime there's any rock around
Sometimes the problem is not the players or the game.
what kind of boat and what kind of chains?
>le epic falling boat improvised action can't do as much damage as swinging my sword!
I was about to call you a gay and your DM a moron for not using the rules, but then I remembered that Pathfinder is cancer, and one of the worst parts is the insane inflation of damage. The developers have power-creeped those games, combat-wise, to insane levels. It's borderline rocket tag at higher levels. The damage numbers completely lose all context. An average commoner in 5e has 4 hit points. A level 1 character whose average attack deals at least 4 points of damage (using whatever ability score they have at 16) they will always incapacitate commoners with a 100% chance of success. By mid levels, they can kill black bears by the dozens. A fighter at high levels can deal 100s of points of damage in a single turn. And this is based and awesome because the wizard can do polymorph. That's not an argument. That's like a kid telling his mother he should be able to have heroin because his brother broke into daddy's dresser and started snorting his cocaine. That's fricking moronic.
Let me be clear: D&D 5e and Pathfinder are both complete dogshit. There is nothing really redeeming about either of these games. In the latter case, there are a few "meta" builds that work for melee, and the rest suck dick. 5e is slightly better but still has this hyper damage cancer and introduced broken shit like Great Weapon Master and Sharpshooter for fricking virgin powergamers who missed having the entire combat revolve around Power Attack. Most Pathfinder class abilities are garbage and require homebrewing to fix. The developers are disgusting fricking sòyisraelite rats (pic related, it's clear from even that small thumbnail that this limp-wristed bespectacled weak-jawed frick is complete genetic trash) who nerf anything halfway interesting into the ground and keep putting powercreep shit like Furious Focus and Power Attack into the game instead of just making the game work on a sane scaling matrix.
>A fighter at high levels can deal 100s of points of damage in a single turn. And this is based and awesome because the wizard can do polymorph
so... you don't think wizards should be able to polymorph, then?
>no games should appeal to high fantasy
High fantasy is homosexual pussy powerwank bullshit. Name one (1) book that ahs wizards like they are in DnD.
I'd read your reviews of things any day.
Like reading an old KotDT spoony article if he had a set of balls on him.
thanks anon that genuinely means alot.
>be monster
>in my boathouse under my favourite boat
>hear yelling
>bunch of shitlords run into my boathouse and start stabbing me
>one of them climbs up and starts stabbing the chains that support my boat instead
>wtf
>those are expensive
>whatever, ignore the idiot and focus on getting stabbed
>somehow the prick manages to stab through a chain
>my favourite boat hits me on the back of the head
>make eye contact with the chainstabber
>he seems confused I'm not dead
I'm just glad the moron who can stab through steel chains wasn't stabbing me.
creativity =/= efficacy
Creativity should sometimes be rewarded more than efficiency.
It is when it's both.
You're playing in a high fantasy setting where Martials are capable of hurting or even killing Demons, Devils, Dragons, and other kinds of fantastical creatures. Why would you think a boat would be stronger than your Martial?
Because it's a high fantasy setting where boats are capable of hurting or even killing Demons, Devils, Dragons, and other kinds of fantastical creatures.
We're not playing KanColle RPG though.
Kancolle has an RPG?
Yeah, it’s subpar though.
Really, the game is good though.
Because it's 3.pf. Everything is stronger than the martial.
That's it. I'm sick of all this "heavy object" bullshit that's going on in the d20 system right now. Boats deserve much better than that. Much, much better than that.
How big was the boat, I could see a dinghy not doing as much damage as getting stabbed by a sword 6 times
Even if there isn't much reason for it to do damage, the DM could still make it so unexpected that it knocked him prone, confused or something like that.
>want to do thing
>GM say thing happen
>but thing not big
>where game that make thing big?
In 4e, it'd have taken 1 standard action skill check, dealt encounter-power tier damage and probably get you a status effect.
4e actually decided that improvised actions shouldn't be realistic, they should be *good*. It was too good for you swine.
>doing X amount of damage per round regardless of action
>button mashing, the trpg
On one hand, this is clearly a GM problem before it is a system problem.
On the other hand, this is Pathfinder we're talking about, so almost anything else will be an improvement anyway.
Ah yes, you are learning that the system is garbage. Your DM could have just house ruled in a shitload of damage but at that point the quality of the combat is just measured in how much you're willing to ignore the shit mechanics for falling objects. Solution: don't play Pathfinder.
Picrel weighs 4000 pounds, according to 3.5/pf1 rules it would do 20d6 damage if it fell more than 10ft.
Also, OSR is garbage.
Bet this player thinks it is insightful and clever to stick tnt up someone's ass hole because they have really tough skin.
Considered something that's Powered by the Apocalypse. The way it works is you do something, anything, and if it triggers a move (usually by doing something that is dangerous or who's outcome is unknown) you roll. On a 10+ you succeed, on a 7+ you succeed on at a cost and on a 6- you fail and the GM makes a move.
Here's an example move from the Thief class in Homebrew World
>codifying roleplay
I have no idea how your greentext related to anything I said.
>Is there an ambush or trap here?
>No. You open the door and—
>Is there an ambush or trap here?
>roll 6-
>Is there an ambush or trap here?
>Okay, you are in a lengthy corridor. It extends approximately 60 ft from what you can see, b-
>I roll perception
>roll d20 + mod
>did I see anything?
>repeat ad nauseum
Except PF/D&D doesn't tell you you can always ask. And it doesn't let you call for the roll.
>you can’t perceive unless I let you
you can always ask, moron
and it doesn’t let you call for the roll in pbta either, the gm is the only one who can call for moves, you just say what you’re doing and he decides if and what you roll
not exactly
you cant use the same move twice if the situation has not changed
Technically in PbtA, you don't go "I roll to find traps" you say what you are doing and the DM decides what move that qualifies for. And the DM is free to veto you rolling to check the same area multiple times unless you have a reason to believe your previous attempt missed something.
Sounds like a shite dm issue more than any else
That's because breakable objects are mostly harmless and are only used to store power-ups. If this was a boss fight the GM might have put a roast chicken inside the boat. But expecting to kill a monster by dropping something on it? Holy nogames.
Metal fricking chains
You can cleave through metal chains without breaking a sweat and you're complaining about realistic falling damage. You're the problem. Not the DM, not the system, YOU.
If an object falls less than 30 feet it deals half the listed damage, if it falls more than 150feet it deals double
>It was just a wooden rowboat that can accommodate up to 6 people
The weight of which is about 200ish pounds
So yeah 3d6 sounds about right for how much damage it should do. A 200ish pound object falling about 10 feet would hurt, but its not instant death