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Superplace

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Gender: male
Age: 25
Date Signed Up:11/14/2009
Last Login:7/27/2016
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latest user's comments

#1243 - **Superplace used "*roll picture*"** **Superplace rolled image ** 07/20/2016 on Your GF's panties 0
#30 - I am Starting a group with wdeno. we are most likely going to … 06/09/2016 on How 0
#22 - It could be that i just got out of training and it would be my…  [+] (1 new reply) 06/03/2016 on How 0
#23 - lollypopalopicus (06/03/2016) [-]
That could work easily enough. Sounds good to me mate. Here's hoping that you find your group and have a good time. Keep us posted to let us know how it goes. I would join myself, but I don't have much time these days.
#19 - I also want wizards to be uncommon and kinda hidden 06/03/2016 on How 0
#17 - i think i plan on my character being a student then adventurin…  [+] (3 new replies) 06/03/2016 on How 0
#21 - lollypopalopicus (06/03/2016) [-]
Hmmm... May have a bit of trouble getting all the players together and adventuring if you are still in training. You could have your first session be your final test, and then you graduate and go out into the world.
I would talk it over with your D.M./G.M., once your group is established, and see how they can work it.
User avatar
#22 - Superplace (06/03/2016) [-]
It could be that i just got out of training and it would be my first major adventure.
#23 - lollypopalopicus (06/03/2016) [-]
That could work easily enough. Sounds good to me mate. Here's hoping that you find your group and have a good time. Keep us posted to let us know how it goes. I would join myself, but I don't have much time these days.
#15 - i plan on playing a mage or wizard who is from a small village…  [+] (6 new replies) 06/03/2016 on How 0
#16 - lollypopalopicus (06/03/2016) [-]
In that case, if the setting is one where wizards might be more common, when you stop in a large city, say you go looking for a wizard, and see if he will teach you a spell, or give the recipe to a potion.

The benefit of a wizard in the games I suggested is that, while they cast less than a sorcerer per day, sorcerers only know a certain amount of spells per level. Wizards however, can prepare a number of spells per day in their spell book and change what they have prepared each day. Slightly less fire power, far more diverse. You'll get a better idea once you read up on them a bit more.

Wizards gain some spells in their spell book per level, but can add other spells to their books from scrolls that they find or by learning it from another Wizard. Maybe they will want to give you a mission in exchange for teaching you some extra spells.

As for inspiration, you could possibly take on an apprentice to teach once you get to something like level 10. Just be warned that if the D.M. is not the best, they may kill them to create drama, or if they are being tough but fair, they could die if you take them into combat. That said, resurrection magic is a thing at higher levels., so that could be another goal.
Another idea is that, given that adventures often acquire ludicrous amounts of money, you could set up a school that has other spell casters teach magic while you adventure, and occasionally stop in to give lessons.
User avatar
#19 - Superplace (06/03/2016) [-]
I also want wizards to be uncommon and kinda hidden
User avatar
#17 - Superplace (06/03/2016) [-]
i think i plan on my character being a student then adventuring and i guess i could save the gold and establish a school.
#21 - lollypopalopicus (06/03/2016) [-]
Hmmm... May have a bit of trouble getting all the players together and adventuring if you are still in training. You could have your first session be your final test, and then you graduate and go out into the world.
I would talk it over with your D.M./G.M., once your group is established, and see how they can work it.
User avatar
#22 - Superplace (06/03/2016) [-]
It could be that i just got out of training and it would be my first major adventure.
#23 - lollypopalopicus (06/03/2016) [-]
That could work easily enough. Sounds good to me mate. Here's hoping that you find your group and have a good time. Keep us posted to let us know how it goes. I would join myself, but I don't have much time these days.
#10 - 1. I want a fantasy driven game like lord of rings 2. I wo…  [+] (9 new replies) 06/03/2016 on How 0
#13 - lollypopalopicus (06/03/2016) [-]
In that case I suppose it would depend on how much time you are willing to put into learning a system. If you want something easier, then I would suggest looking at version 5 of DnD. Not quite as open ended, but if you want something that you can learn easily, but still have some decent options then you can go with this.

If you are looking for something more complex with much more diverse character options, I would recommend getting Pathfinder. A note about this though, be sure to get pdfs of several additional books, as these offer new classes, and variations of current classes, greatly increasing variety of options, such as Advanced Players Guide and the ultimate books like Ultimate Combat and Ultimate Magic. Like this for example: zaffudo.com/sebe/Pathfinder%20Roleplaying%20Game/PZO1117%20Ultimate%20Magic.pdf

While I never advocate piracy, if someone simply cannot legally acquire them due to region locking or something, I wouldn't consider piracy, as you could not get it anyway. In this case, you should be able to find it easily enough.

Now, once you decide which game you wish to play, I would look for a group mentioning what your answers things like the answers to 2 and 3, and also things like how serious you want players to be. Do you want people to be making jokes and the like, or do you want people to be serious and focus on the game? These and other such group etiquette/mood questions while looking for players will help get the party together and prevent arguments.

Finally, two important things I would recommend. One, give your characters a backstory and goals besides the main quest. Do they wish to be a lord someday and rule a land? Have them buy property in some area. Do they wish to be recognized as a hero? Have a bard tell stories of your groups adventures (or tell them yourself if you have the skill). Do you wish to be a famous mage? Do impressive magic in the streets, perhaps wow an audience if you have perform, or even craft spells and attach your name to them, and teach/share them with others (there are rules for making spells). These help flesh out your character, and makes it feel more like a personal journey than just a random murder hobo: 1d4chan.org/wiki/Adventurer#Murderhobos.

Secondly, and I cannot stress this enough, is session zero. This is where you get together and plan out characters together before making them. That doesn't mean you assign roles like: You = Wizard, Bob = Fighter, etc. It means that one isn't going to show up planning on becoming king, while another plans on overthrowing monarchy and installing democracy. Or one character playing a Paladin, and another being an evil character.
Basically, it prevents players from being assholes to each other, and has them actually working together. Maybe one character wants to overthrow a tyrant ruling his homeland, and another wishes to be a king. Well, they can work together with the king guy helping overthrow the tyrant in exchange for the crown.

If you want, let me know what kind of character you are thinking of and I should be able to give some advice.
User avatar
#15 - Superplace (06/03/2016) [-]
i plan on playing a mage or wizard who is from a small village with no mages and is learning about them through books and is given an opportunity to train with them. He wants to become the best wizard and become an inspiration to others like him.
#16 - lollypopalopicus (06/03/2016) [-]
In that case, if the setting is one where wizards might be more common, when you stop in a large city, say you go looking for a wizard, and see if he will teach you a spell, or give the recipe to a potion.

The benefit of a wizard in the games I suggested is that, while they cast less than a sorcerer per day, sorcerers only know a certain amount of spells per level. Wizards however, can prepare a number of spells per day in their spell book and change what they have prepared each day. Slightly less fire power, far more diverse. You'll get a better idea once you read up on them a bit more.

Wizards gain some spells in their spell book per level, but can add other spells to their books from scrolls that they find or by learning it from another Wizard. Maybe they will want to give you a mission in exchange for teaching you some extra spells.

As for inspiration, you could possibly take on an apprentice to teach once you get to something like level 10. Just be warned that if the D.M. is not the best, they may kill them to create drama, or if they are being tough but fair, they could die if you take them into combat. That said, resurrection magic is a thing at higher levels., so that could be another goal.
Another idea is that, given that adventures often acquire ludicrous amounts of money, you could set up a school that has other spell casters teach magic while you adventure, and occasionally stop in to give lessons.
User avatar
#19 - Superplace (06/03/2016) [-]
I also want wizards to be uncommon and kinda hidden
User avatar
#17 - Superplace (06/03/2016) [-]
i think i plan on my character being a student then adventuring and i guess i could save the gold and establish a school.
#21 - lollypopalopicus (06/03/2016) [-]
Hmmm... May have a bit of trouble getting all the players together and adventuring if you are still in training. You could have your first session be your final test, and then you graduate and go out into the world.
I would talk it over with your D.M./G.M., once your group is established, and see how they can work it.
User avatar
#22 - Superplace (06/03/2016) [-]
It could be that i just got out of training and it would be my first major adventure.
#23 - lollypopalopicus (06/03/2016) [-]
That could work easily enough. Sounds good to me mate. Here's hoping that you find your group and have a good time. Keep us posted to let us know how it goes. I would join myself, but I don't have much time these days.
#12 - trpgxplain (06/03/2016) [-]
If you want to get into such a game very quickly, I would recommend Dungeon World. You can learn the basics of playing the game in about 15 minutes, and it's a bit like a more narrative-driven version of D&D with better balance and a focus more on the What and Why of events rather than the How. It doesn't have concrete rules for things like How Much Lanterns Weigh or How Much a Horse Costs, but that's mostly because of the narrative focus. The system doesn't really have time to care about that minutia compared to all of the much more dramatic and interesting things going on.

If you want a system with rules for just about anything, D&D 3.5 or Pathfinder may be up your alley, but both have balance issues around the caster classes. Pathfinder lessened the gap a bit, but it's still noticeable and may impact play.

If you want a system/game with VERY few rules indeed, I can recommend The Fall of Magic, but it's a pretty odd one. You may not have an easy time finding people to play it. (Which is a shame because it's awesome.)

Honorable Mentions that may be worth looking into:
FATE
RISUS
Savage Worlds
There is a LotR rpg out there, but it's a bit hit-or-miss
Ryuutama is nifty and weird, and very much "epic journey" focused.
Riddle of Steel has intense combat mechanics if you want a more "Dungeon Combat Simulator" vibe.
#5 - I appreciate your help  [+] (1 new reply) 06/02/2016 on How 0
#28 - therealyou (06/06/2016) [-]
roll20.net is an awesome site for it to if you can find people to play with.
#3036 - **Superplace used "*roll 1, 1-99*"** **Superplace rolls 58** 03/27/2016 on Where will you be reborn? 0
#433 - **Superplace used "*roll picture*"** **Superplace rolled image ** 03/27/2016 on What you're reincarnated as 0
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