>Core rulebooks, adventure modules, Unearthed Arcana
>Pastebin with homebrew list, resources and so on:
>OGL and SRD for 5e
So, OGL and SRD are here! What do you expect to come out of 5e OGL? What do you *hope* comes out of it?
When will Paizo publish the SRD as "Pathfinder 2e?"
Couldn't you just refluff the dragonborn race in the PHB as a Dragonblooded human? I like the features but never want to play as a dragonborn, and it would go well with the sorcerer class.
You could make a feat that requires the Draconic Bloodline feature and grants the breath weapon, damage resistance and maybe +1 cha. Make a character creation feat and only usable by variant humans at level 1.
An actually useful encounter building system with dedicated math for their design like 4e's was with MM3. Oh and more monsters with unique, I retesting powers that aren't just 'I do more attacks, I do more damage, or I use wizard spells'.
The wizard archetype for transmutation is not the type of alchemist I want to play, its not even an alchemist really.
On the other hand you have a point with the wizard necromancy archetype, its quite effective, but I would personally still like to see the return of the dread necromancer. If it doesn't then I'll settle for what what is already made.
5e fighters are really good with self healing, extra actions, more attacks, better saves, and the most feats. What you want is PoW, which would be great. A base maneuver class and a couple archetypes would be perfect.
Having played during the 90s and 2000s through 2e and 3.x, I'm glad 5e got an OGL. Modular rpg game design was a new concept at the time and it led to a lot of smaller publishers getting their material into the hands of gamers for good or ill. As a forever DM, it was fantastic for me. I mined that shit for ideas constantly. Anything I thought was broken or underpowered got left out or modified.
While the modern internet gives me access to all the homebrew material I could want, I'm looking forward to the new wave of content creation that this will start as well. It's really a similar experience in either case. You have to dig through the crap to get the good stuff.
I'm also interested in seeing what the Dungeon Master's Guild will produce.
DMG site sounds like an awesome idea. They need a better way to differentiate between people who publish, though, since it's currently all under "Dungeon Master's Guild", making it harder to (eventually) follow a specific person/group.
I chuckled that some schmo already put up a shitty "Spirit Ranger" almost immediately.
There are docx templates on the DMs Guild site that you can download for free. The formatting's not the best and it doesn't match 5e's stuff (probably not supposed to) but it's better than a text file.
Most importantly, get feedback from people before posting it on there. Try not to flood the site with dumb shit too quickly.
How would one start to become a druid? I'm actually playing 3.5e but I am hoping that the differences aren't that big. I'm just trying to get a grip on this backstory logistically and I never see a 3.5e thread. Don't know that this really is enough to start my own thread either. So please excuse me.
I have a character leading a sheltered life on a large farm, possible visitors and sneaking out, but other than that, pretty much forbidden to leave. I could say there was a forest bordering the farm. I suppose it also could be when she was rather young and could later leave to fulfill whatever requirements to be a druid, but I want to be able to know those beginning steps she takes. Learning magic, etc. She's a half-elf if it matters. Primarily human area. Kind of remote? Raised by the human side.
Mr. Money Bags coming through, fuckers. Out of my way, I've got *DM's Guild* money here.
>want to make the worlds next big setting
>the OGL should have spurred my motivation forward, putting it within reach
>instead realize that I'll look at one dolled-up pdf and lose all confidence, dooming myself to doing nothing instead
I'm a follower, aren't I, /tg/
>...this is going to turn into a giant circlejerk of spending DM's Guild money back and forth on each other's stuff, isn't it?
If you fuckers put out good shit, I'm fine with that.
I'm just afraid of this temporarily mimicking the early days of the d20 SRD, with a flood of crap making it difficult to find the gems.
Or do what I did: build a .dotx file from the ground up that makes formatting piss-easy. Literally just double-click the file and it has everything I need in word.
It's actually the one in the Mega under Extras. Should I throw it up on DMs Guild?
What is the best way to copy the style and provide it to anons? Google docs can't into columns without shitty table work-around, so that's out of the question. I can't into web coding so something like redditfags is out of my reach. Is a .docx with all of the elements formatted for copy/paste desirable? I'm the right amount of autism to do that.
You would want to make a thread asking about this, considering a lot of people will have differing opinions on how a Druid should come to be.
By default D&D, there is no explanation, you just are a druid, sometimes that involves being a part of a group of druids who teach you and initiate you within their circle.
Ultimately though, this is up to the DM and the campaign in question, so it's good to ask said DM if you're really unsure.
Fuck it. Might as well write move all this shit from crappy note cards anyway. See you in a couple of dozen sleepless nights, 5eggots
Wait, so can we just post our mediocre but deceivingly well formatted homebrew for like 25 cents and hope some guy buys it for free Wizard Coinz?
I've thrown around thoughts of making a Dirgesinger pseudo-conversion for bards. They in were 3.5e and were basically necromancer bards.
Druids could do with a Blighter conversion, maybe not in mechanics but in flavor.
Druid could get a "shaman" subclass. Dealing with the elemental forces of nature rather than just nature. For bard, I think a "magic assassin" could work. Throw in some rogue-like features for stealthy daggerplay, and replace bard music with some kind of self-only effect that boosts either sneak attacks or magic attacks.
I think a bard assassin could be interesting, but there might be too much overlap with rogue. I guess the idea could be adding your bardic inspiration die to damage if certain conditions are met?
Maybe a really flourish-based assassin. Somewhat showy, always leaves a calling card.
I think the shaman could work as a druid subclass, taking the 4E shaman approach. I've been working at the homebrew of that for a while.
...I think bard is quite good for now with what it has, especially taking the new UA into account.
You haven't named any differences, so it'd be hard to reconcile them without knowing what differences you had in mind. I've noticed a lot of people have different ideas of what a shaman is, though.
A bit of a topic change, but are nature clerics fun and or good? I feel like they're the least played cleric class behind maybe trickery.
I did have a nature cleric villain for a little while, but he was killed way earlier than intended. Didn't get a chance to use him too much.
Well, fundamentally, a druid tends to nature and the balance for their own sake. The natural world needs to be preserved because it itself is important.
Shamans, by contrast, deal with nature spirits in order to take care of temporal problems. If someone is sick, that's the result of an affliction that can be treated by bargaining with the spirits. The game you hunt is scarce? Commune with the spirits of the animals to find out why they're upset and work out a deal that gets them back where they should be.
Druids are also heavily associated with the physical--animals, plants, and so on--while shamans deal primarily with the spiritual. A druid will weep because a tree is felled and seek vengeance on those who harmed it, while a shaman will have to deal with the fact that the spirit of that tree is pissed and is causing all manner of problems.
What a lot of this gets down to is that druids aren't actually accountable to specific entities. They do what they do in the name of nature, forsaking the world of civilization in order to protect the natural world. Shamans, meanwhile, are accountable on two fronts. They bridge the spirit world and the mortal world, belonging partially to both and wholly to neither, and they deal with individual entities on both sides of the equation.
If you want to think of druids as the clerics of nature, shamans are closer to warlocks. They make deals to get things done, they don't just get power from devotion and reverence.
So you refer to thematic differences. I guess I don't see that as an issue at all because I've played with a lot of player druids, and I can't remember a single one that actually played their character as a legitimate guardian of the balance, or as someone who wept when they saw a tree fall. Or gave a damn about some greater order of druids.
But, part of 4th edition's shaman wasn't just that they consulted natural spirits for guidance and power, but that they were actually carrying out the will of the spirits of the natural world. It's certainly true that the shaman focuses on the spiritual side of things while the classic druid is more focused on the physical embodiment of nature, but I hardly see those things as completely irreconcilable.
That is correct. If that was the approach one would take to shaman (and I'm not saying it wouldn't also work as a variation on the nature cleric), replacing the Wild Shape feature with the Spirit Companion would be the logical choice.
I'm thinking of making up a PDF for a more...interesting crafting system that I originally brewed up for Exalted 3e. Mainly, it would let D&D handle projects beyond making weapons and armor, such as shelters or furniture, in a comprehensive manner. It would also give a bit of variation on crafted items, with rolls determining possible mods up to +/-2.
I think the more complex and granular your homebrew is, the less people are likely to care, talk about, or use it. That's just the basic gist of people's attention spans, especially to "unofficial" products. But if you think getting such a system together would benefit your group and that people might find it interesting, by all means.
Shamans have always turned into and/or utilized animal spirits in one way or another, although i could definitely see them being more limited in the forms they could take, having to make contact with a spirit.
Shamans lose access to the wild shape feature and instead are able to form a connection with animal spirits. When you gain this feature choose X number from the Spiritual Companion table. After each short rest you may attune with one of your chosen spirits, gaining the bonus listen on the SC table. In addition you may (wording for essentially wildshape) into that type of animal, or summon the spirit into physical form for time equal to (wildshape time), (wildshape times per day) per day.
Skin-walkers were witches, not shamans. And, yes, there is a difference.
Of course, these days, most responses to skin-walker will be "hahaha i wouldn't worry about it," but still.
What I get away from this is: be really sure you only want to sell and distribute a thing through DMs Guild before you put it on there. Don't put your Darling Pure Homebrew World on there, put it up for sale somewhere else.
Eh, I'm not seeing anything unusual there. You're giving away your IP to Wizards in exchange for part of the profits they'll make from it. His examples seem to mostly be around other people writing about your OC DONUT STEEL in a way you disagree with,and if you can't tolerate people writing about content you no longer technically own your shouldn't be giving up your rights to it in the first place.
Well, broken down into a single post, if you write for DM's Guild:
1. You can't repost that material anywhere else if it contains any DnD IP at all.
2. You can never take that right back.
3. Anyone else can use that work in their own writing, for sale. So if you invent Bob the Mayor as an NPC, and you make one really good adventure with him in it, there's nothing stopping anyone from making a dozen shitty adventures with Bob the Mayor in it.
4. Related to above and probably doesn't deserve its own point - also means that you don't get a cent for any Bob the Mayor work that's not your own writing.
5. If you plagiarise Bob the Mayor, you're on the hook if WotC gets sued.
6. WotC can put your work on sale at any time (meaning you get less for it) and can also stop selling it any time they want. None of these revoke their earlier rights.
So basically, the main thing is - if you write for DM's Guild, you can NEVER (within a reasonable time frame) get the rights to that work back if you ever wanted to publish it yourself somehow. It now belongs to WotC.
Unless you're on the hook for copyright/IP fraud... at which point, you're on the hook, not WotC.
Not those anons, but I see Shamans as ones who communicate with the spirits of the dead (most of the time) and otherworldly sources to divine knowledge and perform healing. They only have a small affinity to nature, nowhere near to the degree of a Druid. Spirit mediums first.
Druids directly interact with the spirit of nature, flora and fauna. They specifically deal with both the body and soul of the natural living world.
Shaman as an offshoot from a Druid... making shit up on the spot here... they'd still have the Wild Shape to become CR1/4 Beasts, but then their Shaman archetype would let them use Wild Shape to channel the skills of dead sapient creatures - humans and the like that can communicate verbally.
The usual Wild Shape would have him adopt the physical stats and natural abilities of an animal.
The "Shaman Spirit" would have him adopt all six attributes, skills of a willing spirit.
So say the Shaman finds some dead adventurer's corpse in a dungeon, senses the spirit and communes with the dead. The dead Wizard chats him up and the Shaman convinces the spirit to possess him both to assist the party and for the spirit to claim its vengeance against the creatures in the dungeon and find peace.
While channeling the Wizard, the Shaman gains both the physical and mental Attribute scores of the Wizard (only if higher than his own), gains access to their Proficiency, and access to a fraction of the spirit's spells.
Shaman can use any Cantrips and Level 1 spells that the spirit knows (expending his own Druid Spell slots of equal level). Beyond that, the Shaman can cast spells equal to half of his highest Druid spell slot, rounded up. To cast a Level 2 spell, the Shaman needs a L3 Druid slot, to cast a Level 5, he needs a L9 Druid slot.
Unlike a Druid taking the form of pretty much any beast he has seen before, the Shaman can only channel specific spirits that are present and willing.
If I had a book that was purely mechanical, sold it myself, and then made a version that included a guide to how to put those mechanics to work in the Forgotten Realms, and put it on DMsG, what possible legal ramifications would I be looking at?
.docx and .dotx support in Openoffice is... iffy sometimes. Any custom Microsoft stuff gets broken all to hell.
Just pirate Office. It's super easy to do.
On another note, it turns out that I can't just redistribute the .dotx file because a bunch of the fonts I use are .otf and not .ttf--Word can't embed .otf files at all. I'd have to redistribute it with the fonts needed (which I might do).
It seems like the only reason to NOT sell things on DMG is if you think you are going to get a better deal somewhere else. Admittedly, if you write a whole book of content and you have enough pull with a publisher to do something about it I'm not sure what you would being doing with DMG anyway, but that seems like the only time its relevant. Actually writers GTFO, amateur content creators stay.
If you're doing mostly homebrew stuff, going OGL and actually just selling it through DrivethruRPG's normal publisher stuff would work better for you. Wizards doesn't get any of the rights stuff and you actually get a better cut (60% non-exclusive, 75% if you do DTRPG-exclusive content).
DMG is primarily for stuff that uses Wizards' IPs, which I feel they need to start stressing more and soon.
God damn it, being positive about this OGL/SRD thing makes me feel like such a fucking shill. Do you think WotC will actually pay me if I ask them to? I do genuinely think it could be a force for good so they'd barely even need to prime me on the arguments to use.
It's all automated--there's no "if" or "ask"ing about it. You upload a thing, people potentially pay for it. You get half of what they pay for it. You can pay out at any time but only via Paypal, and each transaction costs $2 from the total (a pretty standard practice ime).
The question basically comes down to:
1. Do you have the ability to create something worthwhile that you're willing to publish on the DMs Guild,
2. Will people care that you do, and
3. Will people care enough to pay for it.
How this all actually works out is left to be seen.
I've already made some nice headway on the base Ivalice races and a few archetypes (mostly things that I personally like, like Dragoons for the Fighter class and Blue Mages for the Sorcerer class). Though obviously it could never be published, even if I do get off my ass and finish it, since Squenix doesn't have an OGL.
I made the original and this is quite a bit better with the styles and additional options (mine only had normal text options, no tables or stat blocks etc). If you want to submit it there I'd allow it.
Ideas to work with:
Fey origin Sorcerer
Mechanus origin Sorcerer
Elemental/Geanie origin Sorcerer
Elemental domains Clerics
Primus as a Patron for Warlocks
Extra tanky paladin
Monk wot4e fixed
Ranger paths that work
Psyonic paths for Rogues and Fighters
First time DM here, reading through the starter set adventure.
How should treasure with a monetary value (e.g. a jade statuette worth 40gp) be handled? are they just for added flavor and can be abstracted into money right away, or should the players keep notes of all valuable but otherwise useless trinkets they find?
If they note the items down, should they be told the monetary values, or will they have to haggle with townsfolk to get their money's worth?
Unless it's monstrously valuable they should be able to sell it for it's full value to most any kind of merchant they meet.
If it's worth something in the thousands then you might tell them that they need to get to a large settlement to find someone willing to buy it off of them.
Also trinkets can be sold, but how that goes is up to you.
Is it rubish? Nobody will buy that shit.
Is it magical? Yeah, I guess you could sell it, you could add some fun stuff to it, like the item not working with the new owner and he demanding reembursemnt.
>If they note the items down, should they be told the monetary values, or will they have to haggle with townsfolk to get their money's worth?
Accurately discerning the value of an item is an intelligence check.
If they do correctly guess the value they should be able to sell it for the full value relatively easily, if they don't know the right value then a merchant might shortchange them. Let them haggle with the merchants if they want to, if they don't then don't bother.
It really just comes down to what your players like. You can try to make them haggle with merchants and if they find that kind of RP fun then continue. If not then just skip over that part and let them exchange it for full price as soon as they get to town.
>myconid playable race
>brawler/puglist subclass for fighter/barbarian
>draconic patron warlock
>Barbarian equivalent of EK
>insectoid playable race
>drunkmaster "drunk monk"
>viable monk that isn't praise the sun
>paradin and ranger subclass oriented more towards spellcasting than martial fighting
>Martial druid that isn't built around wild shape
>halfling that isn't a shittier elf
>less broken half-orc/elf and tiefling
>bard college of culinary arts
>modern magic sourcebook
They shouldn't be able to find jewelers and art dealers in a small town. Some people might accept them as barter at face value, but there's no guarantee, and also you can't divide such objects for smaller expenses, e.g. you couldn't lop a corner off of a painting to pay for a night in an inn. I'd make the players keep track of individual art objects until they are at a time and place where they can exchange them for cash.
Maybe a fighter that has superiority dices to use on his allies?
>ranger and paladin with more spells
A ranger that gets features from druids and a paladin that gets features from clerics?
how so? Sounds homebrew as fuck.
check the UA
>drunkmaster drunk monk
open hand with alcohol
>barbarian equivalent of EK
>Pugilists for fighter/barbarian
Would be nice, but unduable till lvl 3.
I want to start a campaign based around 5 typical antagonistic characters trying to scam humans and heroes. Who do I cast as the gang?
Frank is obviously a goblin and I'm thinking about making Charlie a gnoll. Maybe Mac could be an orc and Dennis and Dee would just be dark elves or something.
>Monk paths focused on a single weapon type like spears and the like
>Trap-master rangers with highly availible magic based around creating pitfalls, stone spikes and so on.
>"Elemental sage" druids who are better Wot4E monks because full casters, focused around traveling the world and mastering the elements through enlightement that leads to some form of semi-immortality.
>Spell archers that can choose from a list of special class restricted enchantments that are applied to their projectiles mid combat through bonus actions and last ( ranger level / 2)d4 turns round down.
>Alchemist class that uses the int or wis modifier to determine the level of magic effect a potion/pill/poltuce will apply with focus on using fire magic both for concoctin and for combat.
>implying Dread necro is a wizard archetype
It's sorceror you dolt.
Either way having an awesome undead army is a lot harder in 5e especially when you have to cast reanimate dead every fucking day and its one of my biggest issues with it.
I mean I suppose you can have as large of an army as you want by just casting animate dead every day in multiple slots but eh
The people wrote 5e were clearly not at all interested in giving players good tools for creating controllable monsters.
Summoning and necromancy are both fuck-awful to the point where it must have been an intentional design decision. Even polymorph survived the transition more intact.
Why would it? You buy and sell shit during your downtime, not in the middle of a dungeon. It provides PCs with something to do who would otherwise be waiting around for the spellcasters and crafters to finish doing their thing.
>Frank is obviously a goblin
You're kidding, right? He's a
Dee would be some kind of harpy, and Charlie would maybe be a drow sorcerer who thinks he's a wizard, but his spellbook is not good
I mean, the obvious problem is that monster AC basically doesn't scale at all as CR increases, so even low level monsters can get in damage against high level enemies.
I'm honestly not sure, I'd have to try it.
Ok, so lets make this clear.
You create an account, start shitting off homebrew shit and might get paid for it?
Is it really that simple?
The floodgates have been opened?!
The issue is less that you get monsters, and more that you're using one action to create an NPC with actions of its own.
Summoning and necromancy break the action economy.
i dont give a hoot about homebrew, i just wanna kiss a cute elf dude on the lips, and shhhh maybe even more but shhhh
thats pretty much what it would be in 5e. Probably going something like
It lasts for a number of rounds equal your spellcasting mod or some shit.
level 1, something with CR of 1/8 that cant swim, burrow or fly. or some cr0 thing that can do one of those things
level 2 1/8 that with special movement or 1/4
5 CR 2
6 CR 3
7 CR 4
8 CR 5
9 CR 6
and some other bullshit limitations, so it can never be used to be op as it was back in 3.5.
>Summoning and necromancy are both fuck-awful to the point where it must have been an intentional design decision.
Conjure Animals begs to differ. Summoning 8 22hp horse-sized bats for an hour as a third level spell is pretty great.
Thanks for the free hombrew, dummie!
Now, I'll proced to format that and post it at the guild thing and get paid!
Soon I'll be swimming on cents!
Hahahaha, the stealing anon strikes again!
>The issue is less that you get monsters, and more that you're using one action to create an NPC with actions of its own.
So the problem is less that you can get monsters and more that you can get monsters?
Most of the summoning spells are decent right when you first get them and then they fall off again, but with how the spells work it's actually less of an issue with the spells and more with the really limited amount of monsters to choose from.
Like, look at Conjure Elemental, when you first get it you can summon some pretty neat things, relevant things, but despite the option to cast the spell with a higher slot you can't really use that, because there's literally a SINGLE monster with the elemental type above CR 5 (except Genies, but they're way too high up so they can't be used either)
Once we get another Monsters Manual or two summoning might come into it's own.
And we need a fucking spell to summon fiends, not only for it's own sake but also because Planar Binding specifies that you can bind fiends, but there's not way to get a fiend to bind.
But it doesn't mean that Wizards will stop making their own stuff.
We're just going to get GMs who go "no official homebrew shit", ones who go "homebrew's cool if you show it to me first" and the ones who go "basic player book content only", just like we always have and always will.
>not way to get a fiend to bind
You encounter one in your adventures. My GM always let us do personal quests for shit like that, just one or two mini-sessions over Skype in between our big group sessions.
>So the problem is less that you can get monsters and more that you can get monsters
I think we're misunderstanding each other here.
What I meant was that if the sorcerer does well in combat on his own, and the fighter does well in combat on his own, the sorcerer will have the advantage anyway because he can summon a monster. Even though the monster is mediocre in combat on its own, it's still doing its own attacks, on its own actions, on its own targets.
>I think we're misunderstanding each other here.
No we're not, the joke is that "Getting a monster" implies something that can act on it's own, so the distinction is unnecessary.
Also, the action economy problem is pretty minor in 5e.
Not only does casting Conjure Elemental take a full minute, it also requires your concentration which is a resource so absolutely vital to casters that losing access to it gimps them hardcore.
Just the concentration bit means that summoning really isn't that big a problem in terms of breaking the action economy, the caster is forsaking his ability to buff or use his best control spells to get a monster that isn't THAT powerful given the level he needs to be to get it.
The only way I see it being a problem is if you're running a high level campaign and the caster is willing to waste a serious amount of money on Planar Binding.
Seems like a strange distinction to make, why not just let it summon fiends?
>casting Conjure Elemental take a full minute
A minute you can spend casting before starting combat, or even before getting in sight of the enemy.
>it also requires your concentration
I always thought that was just during the casting which, again, can happen before initiative. If you're doing the concentration check for the entire combat I guess you're right and getting a monster isn't all that bad.
>each demon had it's own spell you would have to learn. It seems they were just made for BBEGs not PCs.
That's also a bit of a shame given how much worse it makes those spells compared to the summoning spells in the PHB, not to mention the material component cost and the shitty charisma save stuff.
I wouldn't even use them for a villain, if I wanted to do this strange "villain loses control of his summoned demons" stuff then I'd just make something up that was less clunky.
The spells don't even seem properly thought out, why do they last an hour when you're guaranteed to lose control before even a minute has passed?
>3e became such a mess
But 3.5 didn't become a mess.
3.5 STARTED OUT as a mess and only became less messy as time went on.
Seriously, can we dispel this myth that content bloat is what ruined 3.5? Core is THE most broken part of 3.5, no discussion, the later content was much better written.
>Why would wizards do that?
Because they're taking a cut.
Also, Wizards is releasing books at a fucking snails pace and even they've taken notice of the fact that people WANT new content, the lack of content is literally the biggest problem 5e has.
Open licensing allows them to at least put a bandaid on that problem and to drum up some good PR by looking like the good guys.
What do people think about concentration? It's good to stop two dozen buff spells going across the whole party before every big fight, but is it too limiting when you can't cast half your spells while concentrating?
How would you go about making combat encounters for a first level, single player?
My boyfriend is really new to D&D and wants to do some one on one sessions to ease him into it (and honestly it sounds more fun than us sitting on our computers).
He wants to play a sorcerer, but I'm concerned that he'll just get one-shot by enemies at level one. Should I go the 4th edition route and have 1hp minion enemies? Should I focus on 1v1 encounters? Should I force him to tag along with a DM PC?
I planning to do a fighter archetype that revolved around carrying around a cannon or other small siege weapon, but I want to expand it and open it up a little more.
I was thinking of making it a Sapper kind of deal, where they can make powder charges for different kinds of bombs and clear obstacles easily and shit, thoughts?
I think it's fine. With spell slots you're only really fucked if you choose to learn and prepare nothing but concentration spells, and even then you still have cantrips unless you intentionally sabotaged yourself again by not taking a single damage-dealer. Are there even enough of them available that you can do that?
I love it.
It's basically the perfect solution to the caster problem.
The real problem is that they went a little too far in nerfing a lot of the spells when concentration on it's own is basically enough to keep casters in check.
It only takes 300 XP to get to level 2. He should be able to earn that much through skill checks and roleplaying before he even gets into his first fight. If you're that concerned give him a fighter buddy to soak up the hits or start him off at higher level.
With one-on-one DMing, I tend to focus a bit more on the RP aspect to ease the player into the world and provide some thoughtful challenges.
Once they have established some enemies/friends I figure out a way to simulate a dungeon experience with some of those NPCs or their associates as 4e style enemies or allies.
The final encounter always being the potentially fatal one.
>The real problem is that they went a little too far in nerfing a lot of the spells when concentration on it's own is basically enough to keep casters in check.
So much this. I love the concentration system in theory, but then they made half of the concentration spells just not worth using at all.
I would think them being concentration would mean they're allowed to be powerful.
These are both good points. I could reasonably have him start at level 2. I was going to start off with an encounter where an NPC is going to be with him, so that should make things easier.
After his first encounter there's going to be a lot of opportunities for roleplaying and stealth. I'm finalizing the story I want to tell, but I'm pretty proud of what I've got planned.
I'm a little concerned as well because this will be my first 5th edition DMing situation. All the other times I've DM'd its been 4th edition.
So what exactly gave Wizards the idea that 2 extra 3rd level spell slots was a fun level 20 capstone ability?
Even the level 18 ability is better, being able to use a level 2 spell as a cantrip is much, MUCH more impactful than being able to cast a few more level 3 spells.
It's a good mechanic. Limited resources are the way you keep things from getting too crazy which is why action economy is so tight (all actions are either a normal action or a bonus action, no free actions allowed). Concentration is a flavorful thing that provides the limited resource necessary to keep casters (who by nature can do basically anything) in check round to round.
I'd argue that once a campaign reaches the point where the characters can even use Planeshift the use of such shouldn't be enough to derail the campaign anymore, any foes they're fighting should be formidable enough to deal with it.
>But what if they shift to some plane I know little about?
Download Manual to the Planes and spend 10 minutes skimming all the planes, if someone planeshifts somewhere and you aren't confident that you could just make something up then ask for a 2 minute piss break and speed read the relevant chapter.
And why would that ever happen?
You're never gonna use any of the uses that force the roll to see if you can use it again.
You're gonna use it as a get out of jail free card by having every 8th level and below spell in the game prepared into one spell slot and to secure your party against death by casting Clone for free for every party member.
>Well, that's not actually what the rules are.
Actually, it is: https://dnd.wizards.com/articles/features/sageadvice_july2015
>Other spells of this sort let the spellcaster choose from among several broad options. For example, conjure minor elementals offers four options. Here are the first two:
>One elemental of challenge rating 2 or lower
>Two elementals of challenge rating 1 or lower
>The design intent for options like these is that the spellcaster chooses one of them, and then the DM decides what creatures appear that fit the chosen option. For example, if you pick the second option, the DM chooses the two elementals that have a challenge rating of 1 or lower.
You should explain to him that D&D is a group activity and does not work one-to-one. If he wants to get familiar with the game without playing (which you should emphasize is not necessary), have him watch some recorded sessions on YouTube.
>be the GM
>fill a combat scenario with armed guards in addition to the fuckton of NPCs present
>realize how much of a hassle this will be while not being worth it for the players
>slowly pick them off one-by-one
>players don't quite notice
>surviving guards get engaged in combat when it finally starts
>get cleaved in twain
It probably can, yeah, but it's way more fun when the opposite happens.
It doesn't state that the GM should choose either.
And since no summoning spell has worked like this in any previous editions of D&D it was in no way a reasonable assumption to make.
>why do they last an hour when you're guaranteed to lose control before even a minute has passed?
So that they last an hour when you lose control of them. It's the opposite of conjure elemental. Instead of losing control when you lose concentration, they lose the concentration requirement when you lose control. Until then you could just dismiss them by breaking concentration.
Scarlet Heroes is incredibly good for its designed purpose which is letting a single PC equal a 3-4 PC party with very easy to understand rules.
It's on the OSR trove if you'd like to check it out.
Also this is me being biased, but I really truly appreciate the bestiary on this thing. It's much better compared with Red Tide. As a Southeast Asian, seeing local monsters and and reading about weather patterns and customs that are similar to mine made me really enjoy the default setting.
Hey, question about the Open Game License that's kind of confusing me. The Player's Handbook is designated as Product Identity. Does this mean that I cannot reference page numbers in the PHB without violating the Open Game License?
I.e., I can't say something like "you select a bonus feat of your choice, provided you otherwise meet the prerequisites, as outlined on page X of the Player's Handbook"?
It means whatever the DM wants it to mean so that the party can never go to a plane that the DM doesn't want them to go to. They literally cannot go somewhere you couldn't think of. First they ask for the fork so you know to get ready.
Yeah but as someone who is new and already dealing with a bullshit group whose DM refuses to play 5e because it's "too casual" for a group of new players and no one really roleplays, it makes me extremely jealous. And that's if this group will make an allowance for me to even play with them as I go back to uni and give me a call on Skype...which they are saying is too much trouble.
;_; Matt, rescue meee
About damn time SRD. Now someone less lazy than me bring out the sci-fi gadgets so I can finally run a remake of Expedition to Barrier Peaks!
If you wanna make a new ability that isn't just copy and pasted from something else then you're basically on your own.
It seriously makes me miss 3.5 and having a hundred million monsters to use or refluff
Well for example say I wanted to make a monster Gargantuan.
With the HD system, it would be fairly easy to add some HD and adjust the scores appropriately to that.
With 5e, I have to ballpark everything.
Don't believe them. It can take years to get to level 20, and your group, if it lasts that long, will likely get bored of their characters and want to try something else. Just worry about right now.
The hardback published adventures do officially range from levels 1 to 15, so you could use one of those and worry about the highest levels if and when that day comes. Or you could just wing it, maybe with the help of a published campaign setting from an older edition.
Rule of thumb can be derived from the CR stat table: CR goes up by 1 for every 14 hit points and 5 damage per round it gains, with <1 and >20 CR changing things up a bit. To-hit and AC are a bit more finicky, but if you increase it as you go up the stat chart it should work out about the same.
The 3.5 system of CR, HD by monster type, and monster templates was terrible, though, and the experience of using monsters you created according to the rules hardly ever translated well to a good experience at the table. The generic monster stats by CR in 5e, while still not perfect, are a hell of a lot better place to start from when making giant monsters.
>companion HP is 6 x ranger level instead of 4 x ranger level
>7th level features give the companion magic attacks
>proficient with light and medium armor as barding
>if you're feeling generous, let the beast follow a command it's given until told to do otherwise
>I'm a new DM and my group are asking for an adventure from 1 to 20
Yeah, that ain't gonna happen, I'd be surprised if even 0.1% of D&D campaigns actually manage to run from 1 to 20.
Start out with an adventure from 1 to 5, make sure you put in some plot hooks that can hook into new stuff you make up.
If they stay interested and wanna keep going then ask for a few weeks to prepare another chunk and keep going like that.
Did anyone ever use the monster creation guidelines for 3.5?
I mean, how many hundreds of monsters were there for that fucking game? You could find something official for just about anything conceivable.
So i was thinking up an idea of a Spirit Beast warlock homebrew subclass.
Some magic beasts on very rare occasions are able to achieve sapience and reach beyond the natural limitations of their kind.
After death their spirit will linger as nature spirits, be sealed in a weapon or magic book.
Practitioners who form a pact with them have a very personal relationship with them slowly gaining the abilities of the magic beast.
Most spirit beasts wish to regain their life or to be reborn/reincarnated and will gift their powers to someone they deem has a potential to achieve that goal.
Now i don't really have any ideas for the new features.
I was thinking mixing up shaman king-esque fusions with the caster and spirit + getting some traits of the magic beast in question.
Now i'd like to hear ideas for which magic beasts would be good, and what traits/abilities would they pass over to their contracted warlock.
Homebrew creatures are also good.
D&D misses quite a lot of diversity of ''ordinary'' magic beasts.
Frost wolves seem quite good to me for example from the things in the MM.
I had a DM at a con that did, but he seemed purely focused on exploiting the CR rules to create unwinnable encounters that were technically an appropriate CR for our level.
On the other end of the spectrum, stacking multiple templates on a creature was pretty funny and sort of became the most iconic part of 3.5. You could make a tauric vampiric half-dragon half-golem half-giant with the lower body of a half-illithid half-celestial dire zebra.
Shouldn't appearance be a part of racial features / aspects? Wouldn't being a human versus being a walking talking dragon affect how a PC is able to interact with NPC's and what not?
That's only if you follow XP rules. You can advance much faster if you choose to use an alternative leveling system (or just grant levels when it feels appropriate). Word of warning - never do this mid session.
It still takes a long time though if you want it to feel natural, so I wouldn't recommend a 1 to 20. I don't think I ever pushed a character past 15 playing this way.
Try the starter set and then shift into Princes of the Apocalypse. It gives tips on how to do that in the pota adventure. I hear tyranny of dragons isn't that great. Out of the Abyss is really good but seems like it would be difficult to run for new DMs.
Hey guys, how the fuck do you address an issue of someone trying to make the campaign all about them and their "Noble family that wants to recruit an army of monsters to take over the world" without causing a fuss?
Tell them in private to cut it out and let the other players have the spotlight. Explain that the other players aren't particularly interested in his character's grand plans.
If he starts crying then HE'S the one making a fuss
Fluff wise they all have different methods of gaining magic. Warlocks make a deal with a powerful entity in exchange for their magic, Sorcerers get it from their magical ancestry, Wizards get it through intense study and research, Clerics and Paladins (usually) get it from a deity, and Druids get it from their bond with nature.
Mechanically, they all have different methods of gaining spells, preparing them, and interacting with them depending on class features.
The source of magic power i guess.
Warlocks, Clerics and Paladins channel magic from outside sources they have deals, contracts with. Guess you could include Druids and Rangers in that list as well .
Those who actually study to use their magic are Bards, Wizards, Eldritch knights and maybe Monks if you count them as half-casters (which they are fluff wise but the devs never bothered giving them a table with spell slots and known spells like for wizards and warlocks and gimped them with the ki feature).
And then there's Sorcerers who have innate magic abilities with which they are born with or they are gained after eating a dragons heart for example or falling into a magic well as a kid.
Good point actually. If fists were a finesse weapon to begin with, and maybe Tavern Brawler gave d6 die to fists, a level 20 BM or EK fighter and level 20 BM monk wouldn't be that different at first glance when you watch them fight.
It was a young dragon and the party snuck in the back of the dungeon right into its lair, so they knocked it out before throwing it down the hallway, but not before "My family" guy tried to claim ownership of a *Black Dragon*
If your players are new too try not to front load many rules, just talk about them when they come up. Don't be off-put by calling for a break when they ruin your plans and you don't know what to do. Don't fudge your rolls, roll them in the open if you have to.
"Oh it looks like your guy is dead"
"Really? Just like that? But I didn't even get to have a single turn!"
"Sorry man just make another character."
"This game kinda sucks... let's go play something else."
>tfw shit like this actually happened to you
Im playing for the first time tonight
Ive been looking at different classes.
Cant pick between rogue or wizard
Or maybe ill end up just fillin a role they are missing
What was your first time like?
My first session was an utter shitshow.
Me and my friends were 12, we'd just gotten our hands on the 3.5 core books and of course our first idea was to homebrew a World of Warcraft setting.
I was the GM, they started out in a desert and the first thing they fought was a white dragon wyrmling.
They then met the Quest Giver PC, who they promptly chose to insult and walk away from, she then tried to kill them.
They then walked around a bit more, fought some monkeys and then the session ended.
It would take about a year before we got around to actually reading the books, learning the rules, ejecting the people that weren't really interesting in plaiyng and playing a real, serious game.
That game was pretty great.
5e was the most rules-heavy game I'd played in a long time. I DMed Exalted 3e before, but I ignored a lot of the rules.
Having plenty of RPG experience aforehand made learning the system easier, and the amount of interactions and options is strangely freeing.
I sort of roleplayed my way through the first session, since the party had just finished a big fight to free a city. Having my best friend as a set member in the group helped get me comfortable, and palling around with the other players helped them adjust to me.
Combat was weird for me at first, but you'll get used to it as you play.
>generic computer game forum, very small, maybe twenty members at most
>one of them offers to bring in his brother to gm an online campaign for us
>seven people sign up
>four drop out before the characters even meet up and get the first quest
>me and two others remaining
>we get the quest
>one more guy drops out
>gm stops coming to the forum
>the other guy keeps posting "bump" in the thread every other day for well over a month
I played a Goliath Rune Priest in 4e named Ga'Thunk. First encounter ever was a group of kobolds faffing about the entrance to a mine. Using my oddly high athletics I vaulted over the fence that was keeping the entrance sealed off from casual trespassers and landed on a kobold, killing it instantly.
It was my first round of combat in d&d and I will never forget it.
First time in general? Some terrible homebrewed Final Fantasy system the GM grabbed from a forum that was fun for a little while but ended up falling apart because of how barebones and imbalanced it was.
First time playing 5e? GM ragequit because nobody gave a fuck about his plot and just wanted to be monster hunters,.
And also after one of his bosses got one-rounded by our Sharpshooter Battlemaster, which he called a "multiclass abomination" when it was just pure fighter
Working on the Genie Origin Sorcerer.
How should I organize it? By geanie type or by level?
Should I give them thematic extra spells or expand the spell list?
Start with the background and go with whatever class makes the most sense for your character. Then roll up a rogue and a wizard and slap on whatever background gives you the best skills in case it ends up being That Kind Of Game.
>I read all the rules, get excited, and build a monk
>The party is accompanied by a gnome wizard DMPC who's more powerful than the rest of us
>And this is also the character that our DM plays when he's a player
>turns out the whole adventure was an excuse for the DM to give his own character a magical AT-AT walker
My group plays in a setting our DM maintains. He takes a lot of input from the players, though, and has our in-game actions affect the game world. He maintains this metaplot separately from his setting fluff, which is probably good because man, have we fucked shit up.
The setting is basically a very angry version of the Pacific ocean if the land masses were smaller and closer together: the primary power is a waning kingdom influenced by colonial Mexico and Showa Japan. Their primary city is more-or-less Los Angeles if you replaced democracy with a bunch of bumbling academia and the LAPD with a bunch of wand-wielding mercenaries.
Anyway, the party heard rumors of a neighboring kingdom - formerly a subject of not!LA - has a civil war brewing due to a militant movement backed by some shadowy (possibly supernatural) benefactors. Their leader is not terribly charismatic or inspiring, but talks a big game. The party has decided to investigate.
I think the DM is setting us up to fight Warlock Kim Il-Sung, anons. God help us.
Do any other official sources got more paladin oaths than phb?
I love my DM screen.
I love rolling a big pile of dice and making an omnious looking face.
I love how terrified my players look as I slowly look at them and say '.... the dragon misses.'
And then that sigh of relief as they narrowly avoid death.
I played a Dwarf Ranger prince-in-exile who's fortress city had been burned and ravaged by the greed of a red dragon. He had Favored Enemy: Dragons, and it never came into play at all despite the DM cockteasing us about news and rumors of a red dragon seen flying over the country side, or razing a city to the ground, or attacking shipping lanes along the coast.
Eventually he became a Paladin of Bahamut, and then another DM took over and we were dumped into a world of dinosaur men and kobolds who were fighting for control over their continent. One worshipped evil dragons. You can see where this is going..
Later he became King all of Dwarfkind just as we crested over into epic, and then died in a war against the dreugar while sieging their captiol.
>check DMs Guild account this morning
>check it a few hours later
What kind of fucker paid literally 2 cents for something. The costs associated with the transaction are probably more than that.
>Favored soul set a bad precedent
It did, but Geniesorc up there's entire document is currently new spells, and there's a fuckbunch of them. This gives you more choices, but it is otherwise flavorless.
There are 2 primary challenges I can see with making a genie-based sorcerer: making the difference between the 4 heritages distinct without making them all functionally different archetypes, and keeping it thematically different from dragon sorcerers, which already cover a lot of the elemental affinity.
That thing up there looks to be doing neither.
Proud elemental demigods. Tend to be vain. Can be bound to mortal service, generally resent it.
The genasi PC race are to genies as tieflings are to fiends, so that's a potential route. Genasi: the class would kind of suck, though.
You can cast spells without the use of material components, excluding material components with a specified cost.
If you pick a class with a feature saying they can use a focus, then you should be using a focus.
>The genasi PC race are to genies as tieflings are to fiends
That makes me think genies shouldn't give bloodlines to sorcerers and instead be a warlock patron. They could use an elemental angle of some kind, beyond fiendish fire spells.
>it has no lvl 1, 6, 14 and 18th origin feature
>its 100% done you guys, look how flavorless it is.
Anon clearly asked questions, you guys are action like Virt.
>as the greatest gamer this board has to offer, this homebrew is shit, no biggie
>it has no lvl 1, 6, 14 and 18th origin feature
Yeah, if you read the chart, it instead grants spells at 1, 3, 5, 7, 11, and 13, and does so inconsistently across genie subtypes.
> Waaaahh, it's VIRT!
Had it been Virt, he would have called it DnD next, built a narrative about how the homebrew is a case in point about how the whole system was unsalvageable, put the burden of proof on you, and generally been much more Messiah complex about it.
Don't post unfinished stuff on /tg/ and expect anons to behave in any manner that could be described as rational. Shut up.