>Core rulebooks, adventure modules, Unearthed Arcana
>Pastebin with homebrew list, resources and so on:
>OGL and SRD for 5e
I want to make a "clerical error" pun so badly, but I don't know how. Please help.
Could Umberlee turn sailors undead?
For example, would it make sense if she punished a ship with a stowaway priestess of Umberlee by causing them to get lost in fog and then resurrecting the sailors when they've killed each other out of madness?
That's my plan. I'm having the ghost ship blocking the port at Baldur's Gate. The party has to board the ship to find out what's going on and/or collect taxes.
I'm still not sure what to do with the priestess. Have her turn into an undead as well? Have her be an angry ghost? Have her still be alive through some blessing?
Can the thread please be uncharacteristically kind and help me come up with some good RP fluff for my scout?
I have made this character sheet 3rd level because I am projecting my character build a bit to help me try to come up with a backstory. Could he be a soldier from a mercenary garrison outside Neverwinter, owned by a Neverwinter Noble who is hired out by the city to supplement their dwindling militia? And now my character's contract with the garrison has ended, and so he has decided to answer the Lord's Alliance call for adventurers?
What would be a good name for him? Does he have an Illuskan ethnic background? Maybe he was raised on a farm and spent his days dodging his alcoholic father by living staying out with the cattle and protecting them from wolves/thieves with his bow?
I like playing 5e and want to try the scout but I am not good at making backstories. I want this character to really shine. Anyone have any good art?
Please don't call me a faggot.
The best way to think about back stories is that you want some stuff to be unresolved. You want to not know who murdered your parents, you want to find that asshole who stole a family heirloom, you want to find out what that seer meant when she gave an omen upon your birth. Or if not something obvious like that, you want your character to have a long-term goal of some sort. Maybe they want to buy back the farm that had been illegally taken from your family. Maybe you want to return a loved one to life (or at least say goodbye to their spirit). You want something that the DM can make some plot with.
It's fine to just be a regular guy who became an adventurer too! You're allowed to form your motivations based upon where the campaign is headed. Maybe you flub a roll and something interesting happens from that in your first session. Turn that into a character flaw.
>The best way to think about back stories is that you want some stuff to be unresolved. You want to not know who murdered your parents, you want to find that asshole who stole a family heirloom, you want to find out what that seer meant when she gave an omen upon your birth. Or if not something obvious like that, you want your character to have a long-term goal of some sort. Maybe they want to buy back the farm that had been illegally taken from your family. Maybe you want to return a loved one to life (or at least say goodbye to their spirit). You want something that the DM can make some plot with.
Damn, that's good advice. Never heard it put quite like that. Thanks!
Want you guys' input. I just bought some "minis" from this site:
I needed some giant crab minis (there are none) so I'm gonna buy some from these guys and glue them to bases. Some of you might find some use out of it as well, so I thought I'd share.
Anyone a part of Adventurers League? What do you think of the changes? Here's a short list:
>Adventures are no longer provided for free to stores or their DMs
>No longer having Encounters and Expeditions as categories
>Please buy our adventures on our website
>You don't have to go to your FLGS to do organized play
>But your DMs get nothing for DMing for randos
Is Storm Sorcerer worth playing, even with the nerfs?
They removed the bonus spells in the SCAG.
I can't think of any other reason but this. Which is sad since that's how I've been getting a lot of new players at my store.
i'll fite u mate
A few good gems but a lot of crap.
Okay, so which homebrew race (or any race, really) should l include in my Arabian Nights' setting?
From most common to rarest, here's what l have in mind:
>Dwarves, proud sultans and lords of giant cities
>Humans, workers and warriors, live close with the dwarves
>Elves, mystics and hunters of the desert, usually live far from other races. Half-elves are fated to live with humans
>Dragonborns, once honourable warriors, now lazy and fat kings of golden cities
>Loxodons, ancient and wise hermits
Orcs, halflings, tieflings and gnomes are either too rare or too distant. What can l use to replace some of them?
Tales Trees Tell
Eye of the Tempest
Cloaks and Shadows
It's All In the Blood
Just like with coffee your tastes may vary.
This doesn't seem to be very common for some reason, but I always run a character creation session so back stories, "how I met your mother" introductions and setting details can be discussed as a group.
It works pretty well in my experience.
I got 'em now. That site has some little cute hermit crabs, and a fellow player in one of my groups is going to 3D print me out some bases and I'm gonna super glue those fucking crabs onto the bases and be DONE.
Then watch. In three months someone's gonna make a whole D&D animal mini set with a badass looking giant crab and I'm gonna be pissed.
Stupid question: If I have the magic item Staff of Swarming Insects and use it to cast Giant Insect, it uses up my concentration, right? I mean, it'd be great if the staff did the concentrating so I could concentrate on something else, but I doubt I could be so lucky.
Also, you could simply pay a high level wizard to cast Darkvision on you, then make it permanent with a Permanency spell. I don't think Permanency exists in 5e, but it's a well known and well used spell in past editions, and it exists in Faerun, clearly (it's used in the books and the Campaign Setting), so the DM could allow you access to it, for a large fee.
So I'm going to gift my players a Keep, but they're gonna have to work for it. Does anyone have a good castle/keep map on hand that they can clear and eventually use for themselves a la Walking Dead Prison Arc?
"System Reference Document" is a term that Wizards made up for 3e and the OGL, and that's missing even more stuff than the 5e one is (like experience tables and wealth-by-level, something important to running 3e at all).
Someone was talking about the Scout earlier, and I was wondering about this. Couldn't this feature simply read: "Expend a superiority die and gain advantage on the skill check"? I see the die as a resource, and expending them, even if you don't always roll them, is just as costly. And there's less math!
What's /tg/s favorite type of 5e rouge (if it has one)
when I browsed the generals right after it came out it was assassin
i think, but browsing some of the more recent threads people are recommending arcane trickster.
I can't run swashbuckler since the DM hasn't read the SCAG, sadly.
my other character idea in mind is a tiefling bard or warlock but that's kind of meh.
is the archetype interesting enough for me to do that, though? I've never rolled a rouge before, being foreverDM and i really just wanted to try something
actually funout for my first time, and reading the classes on paper the only thing that seems boring is thief, but I don't know how that transfers into actually playing, obviously.
I'm also coming in late to the campaign, so it seems like a dick thing to add.
Sounds like they're just trying to get rid of the program in the most passive aggressive way possible and I don't understand why.
But I think they should allow for more innate higher level adventures.
The wizard in my group just turned 15th level and they picked Clone and Demiplane as their spells. He then explained that using the two together, he'd now become immortal and nothing could threaten him.
I'm a level 15 Fighter. How do I kill him?
HAven't played any rpg since 2011.
5e looks nice so I just picked the core set from amazon, are the adventures any good? which one should I get Rage of demons, elemental evil or tyranity of dragons?
Petrify him, his clone won't go online that way.
If your EK you could use a scroll of flesh to stone, or test your hand at taiming a cockatrice/gorgon, get a medusa waifu. Up to your DM really.
Do he have 3000 gold? Does he have 120 days to wait? Because that technique would require both.
So yeah. Just hit him with a sword before he can do it.
After he does it? You'd need to get someone who can cast demiplane to see him cast it.
Again, his technique require the expenditure of a 1,000 gold each time he dies.
>literally SWIMMING in cents
I'm gonna go and buy myself a DnD gf.
See you poor fucks on the other side.
Permanency isn't around because it's a bitch to balance, eventually having some people use it on every beneficial effect they could stack on themselves.
They just didn't want to include any spells with potential loopholes or hard to balance.
Didn't stop my DM from giving a villian sorcerer ennervation.
Some spells can be made permanent via special means, like casting it at a certain level or casting it over and over again for a year. I think this is their approach to Permanency in 5th edition.
If you want permanent darkvision, just get a magic item that does it. Pretty sure there's more than one item in the DMG that gives darkvision. That's far less likely to open any "break the game" floodgates than Permanency.
While Out of the Abyss and Princes of the Apocalypse are way too un-linear for the average GM to use on the fly; the information is all over the place and they're both like sandbox games.
I want to play a kind of "cocky badass" unarmed, unarmored warrior who's all cool and flashy. Would it unbalance the monk to just base all the abilities that are based on Wisdom on Charisma instead and then refluff the background? Or is there a better way to do this?
Whenever the party takes the long rest, the DM randomly selects someone who doesn't have inspiration and hasn't earned it this session and says, "tell me a story about your character's past." When the story, which only needs to be a minute or two long, is over, other players are allowed to ask questions. After answering them, the player picks the favorite question that was asked. Then the player who told the story and the one who asked the chosen question both get inspiration.
It may sound weird, but it works really well.
Hadn't thought of that.
Basically I want to make a character inspired by pro wrestling without being all silly and blatant with it. Backstory idea is he was forced to fight in unarmed cage fights for a bunch of nobles, and being entertaining was just as important as being good.
For my latest 5e game, I ruled that each member of the party had o already know at least one other party member.
It worked well enough; The rogue and the warlock were both natives of the town, and the monk and the fighter were old war buddies who'd met the cleric during their travels.
>you poor fucks
I'm afraid it is you who is poor, friend.
I doff my hat to you, sir.
DM Advice, go!
One of my players (a Druid) is wrecking house with Wildshape and Moonbeam. The last fight against the BBEG's henchman the group fought got its shit kicked in BY THE POWER OF THE MOON before it could even threaten the party.
How do I give the other players (one Fighter, one Mage) a chance to shine without arbitrarily rendering the Druid's tactics useless?
I figured I would just put a roof over most of the set piece battles, but that still feels like I'm just dicking over the Druid and her strategy with that.
Everyone's having fun with the game so far, but I still want to be able to give the Fighter and Mage a few opportunities to be as heroic as their spell-slinging werewolf friend.
Where are you all making money that it's D&D related? Or have I stumbled into an alternate universe where /tg/ and /biz/ are one and the same?
Not trying to be a smartass. I genuinely have no idea.
I just wish more people would leave reviews. I always feel better about my material after I have people point out problems and flaws that I can correct.
Wizards released a 5e SRD under OGL a few days ago and has a shop powered by the DrivethruRPG guys for releasing homebrewed/3rd-party content. The shop gives the benefit of exposure and the ability to use Wizards IPs in your product (only FR for the time being), but at the cost of exclusivity and all the content you put on DMs Guild being available for unrestricted use by other creators on the site (a pseudo-OGL).
I swear, I'm smarter than this most days. Bless you, anon, and your mental clarity.
Give radiance resistance to things that seem like it should have it, but doesn't, like unicorns.
If the players complain, say that the MM is a guideline and not the ultimate authority.
Technically there's also Helmed Horrors. While not resistant to radiant, it solves the Moonbeam problem.
Or just find an enemy in the book you like, think of a reason to have it be resistant to radiant damage and badabing.
Bear-Barbs are pretty useful to make villains out of. to be honest. And it doesn't take much effort to force an encounter with them, what with them being raging hulks of muscle.
It definitely needs a better analytics and title manage interface. I submitted that via the little "how can we improve?" box in the lower right of the page, I hope they actually take that seriously.
Either that or you just trust whoever submits it to divvy it up right, unless there's some sort of automated system that could do that.
That highly revolves on people trusting eachother, though.
Oh, absolutely. I'm actually commissioning a shitload of art for my homebrew setting, and I've done a lot of record-keeping and math to make sure that I don't screw him by paying too little.
For race design, four single-character piece of the race's members, and then a reference sheet for the race, I pay him something like $750.
It's hard not to when good art helps a document out so much. Well formatted text only gets you so far.
I'm making a system as my final year university project and the amount of art I need to get from somewhere is terrifying
Do attacks with improvised weapons count as weapon attacks for purposes of a battle master fighter's maneuvers, if I have proficiency with improvised weapons due to the tavern brawler feat?
Supposing I'm starting at level 3, is variant human (I have to be a human) Fighter 3, Battlemaster, with the Tavern Brawler feat at level one and spending my gold on shit like bags of caltrops and ball bearings, bear traps, flasks of oil and torches, rope, 10-foot poles, and so on, a good way to go if I want to be the "dirty fighter who always has a backup plan" archetype?
>Sorcerer in 5e
Just roll Wizard or Cleric.
Wouldn't a human scout be better off taking Magic Initiate and grabbing a couple cantrips and find familiar? An owl would be a great ally for a scout. They can even flyby to grant you advantage on your next shot. With all the feats fighters have access to, you could have 20 dex and sharpshooter by level 8 anyway.
How exactly are they wrecking with Moonbeam? It deals a fairly small amount of damage and has a small aoe. Do you play in areas with tons of choke points and against enemies with no ranged attacks?
You're still not explaining why enemies don't just move out of the beam. Or why they're so tightly packed that this does anything other than cause moderate damage to one enemy. Or just gang up on the moon druid because it has shit AC if it's using its Concentration for Moonbeam instead of Barkskin.
I want to play a non-magical warrior who fights dirty as hell. Pocket sand (or pocket ground-up-glass), caltrops, using strong booze and a torch for a cone of fire effect, and improvised weapons all day every day.
Tavern Brawler will give me proficiency with improvised weapons. Is there any way to increase the damage from throwing an improvised weapon above 1d4 + proficiency bonus (without magic)?
Any other tips for making this as viable as possible?
Instead of just improvised weapons, I'd do some cheeky shit like take base Fighter-Battlemaster and Tavern Brawler (unless you want the cool unarmed shit Monk provides), get Disarming Strike and steal your opponent's weapons (that you're proficient with because of the Fighter base) all day erry day. Improvised weapons are your fall-back.
You can move the Moonbeam to anywhere within sixty feet of the caster on your turn. Every time the enemies move away, she just moves the beam to still be on top of them.
Quote from the Spell List: "On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction."
I'm throwing together a 50 room mega dungeon for my party that's all just random rooms of challenge.
Anyone have any interesting traps, puzzles, or encounters they think would be fun to add?
>Any other tips for making this as viable as possible?
Magic initiate for burning hands. Refluff as your booze-breath.
You aren't going to get all of this as part of a single class or archetype, and it's not going to be easy to pull off. My initial recommendation is swashbuckler Rogue and then fluff your Rakish Audacity as being an underhanded asshole rather than a charming one.
There are no published materials, save for Blade Bard in the UA, that increase the effectiveness of thrown weapons, and that doesn't work with improvised weapons.
The whole dungeon was created by an epic-level Warlock of the Great Old Ones. The mage is completely off his meds and trying to merge every universe into one, creating the dungeon where nothing belongs and nothing makes sense.
In the end, you fight the Warlock, and he's stylized himself after a stage magician. On each of his turns, he removes his hat and pulls out some sort of unspeakable horror like Greater Demons, Mimics, or even a new dungeon to escape to.
At the very end of the fight, he reveals that the entire adventure was all an elaborate illusion, he really is a simple street performer, and your party just got mindfreaked. The guy then asks for a donation so he can continue to perform his act without having to pay union fees.
What you could do is make one section of the dungeon filled with poisonous sludge water than flows through that section and eventually flows into a sort of contaminated reservoir of some sort. The poison both deals damage and leaves a long lasting poison effect on the party member if they fall in.
Lots of undead with a special poison save upon hitting enemies should fill this area and most fights would take place upon narrow walkways and bridges and junk of that sort to maximize risk of exposure. Trip wires, pit fall traps, and poison dart traps can also be implemented into this.
>Try to update files on DMs Guild
>New file doesn't appear
>Old file stays up
>Just add two extra copies of the new file
>Still doesn't appear
>Wrestle with this bullshit for an hour
>Old file still up
>New file still not
An upside down room, no real challenge beyond a simple climb check, with some stuff on the "floor" that still works in reverse when taken out of the room. Later on have a room with a button on the ceiling that has to be held down in order to open a sealed door.
What are your thoughts on Warlocks in 5e /tg/? Was thinking Great Old One patron with Pact of the Blade. Really friendly charismatic mother fucker (think Marcus from Babylon 5). Noble background probably? Am I setting myself up to be terrible /tg/?
They're treated as a walking cantrip, and rightfully so. Eldritch Blast with the proper evocation power-ups is the best damaging cantrip in the game. You can still have fun with the class, though, as with any other.
Pact of the Blade not really worth it then? For whatever reason I like the idea of never being "unarmed". Like, I can walk into a meeting with a noble and never really lack for a weapon. I mean, saying it now it seems dumb because herp derp magic, but still. The other two pacts are a familiar and a spellbook.
>just a horrible person who waits for people to wander into the forest then turns into a bear and mauls them
>likes the comforts of civilization despite hating people, and so is stocking up shitloads of treasure in order to buy a castle and hire servants, but is getting the treasure by hurting people
>the place for domesticated city folks is the cities, and those who leave their rightful place ought to be reminded of what the wild can be like
>parasitic fungus clouds their brain
>hates nature, became druid to understand enemy and better destroy it
>smokey the bear saw some shit and went wild, purge world in flames
furry wants to yiff entire world
No, it's only a minor inconvenience. Salty just polices this thread making sure it's got all the parts he likes and tells everyone with minor questions to just read the book.
The proper response is to just say
>Salty pls go
You can tell it's him by his super edgy use of the fuck word.
Want to run a maritime campaign. Can't really find anything in the books that have rules for swimming with armor. Thinking of making some myself.
Anyone know of rules anywhere I can reference?
Pact of the Blade is fine, if I ever make a Warlock I plan on going that route as well. You'll just want something to back it up, like the Extra Attack evocation and some decent armor since you're now in melee range. Having a decent Str score would help too.
The druid was an adventurer who fought off bandits, transforming regularly into tigers and wolves. However, the taste of blood refused to leave him, and the hunger grew. Throw in something about being corrupted by fiends masquerading as nature spirits, maybe team him up with some evil lycanthropes, and a town next to some woods and there you go.
My advice? Stay mobile, stay at the edge of your eldritch blast range whenever possible with expeditious retreat, and between fiendish vigor and ennervating blast, martials will feel objectively inferior in all scenarios that aren't a 30x30 square room with no exits.
They're stupid fun.
So I have a question about two different character concepts and am curious how viable they are.
The first is how viable is a non-ranger dedicated archer. Specifically but not necessarily a fighter. I find the idea of a ranged battlemaster or eldrich knight (arcane archer?) to be kinda neat but I'm curious if it runs fine without all that shit that makes rangers own bows so well (shitloads of arrow spells, hunters mark, colossus slayer)
The second is a strength ranger. So like a guy who runs around in a breastplate or halfplate with a greatsword or a pair of axes but still knows all about nature and tracking. Is it a waste of the class, would it just be better to play a barbarian or a fighter with the outlander background?
Crossbows may be better than bows because Crossbow Expert is amazing, but aside from that, the ranged fighter is awesome.
It probably would be better to play the fighter than the ranger in the latter case, too, unless you want the magic.
I was figuring my pact blade would mostly be a rapier; it's a Finesse weapon so I can double dip on Dex since I only start with Light Armor proficiency. I could go human instead of Half-Elf and move up to Medium I guess (which would also get me shields, but conflict with spell casting until I get the War Caster feat). Limits my options on weapons, but also fits the kind of swash bucklery persona I'm going for.
I was honestly hoping to avoid being a ranged blaster (my last character was a 4e blaster type druid), but I'll keep that in mind if going toe-to-toe doesn't work out well.
Warlocks are a little light on hit dice and armor, and a rapier's gonna put you right in the thick of things. I understand that that's where you wanna be, but you'll be a bit more vulnerable than a similarly-situated fighter, paladin, or even Monk.
Last time I played a bladelock, I generally had my pact weapon appear as a whip. Reach is fun times.
Sound solid to me. The big question is if you think you will have fun with that character in your setting. If yes then your set. Of course there are better ways to optimize warlock like previous posters have hinted at but as is will work just fine.
Personally I've been playing a fiend tomelock recently and having a blast with it.
Things I dislike: Adventurer Eggs. That is to say, characters that just spring into being apropos nothing, with limited backstories at best. I find that even when creating high-level characters, most people don't seem to take into account things like "how my character actually got to 7th level" or whatnot.
A mere "character background" idea doesn't really cut it since most of those only cover up until the character first went adventuring - so what about all the time between level 1 and level 7? What did you do to get that experience? Who did you meet? Did you make friends? Did you piss anyone off? Where does all your nice shit come from?
So, I've started working on a "Previous Adventures" thing. The idea is to have a table of twenty or so adventure synopses that detail an adventure that a player character took part in. Each one will describe an adventure big enough to potentially justify having gained between one and three levels.
The details of the adventure can of course be modified, truncated, expanded, or whatnot, as the player likes and the DM permits.
Each adventure then provides a Contact - a character that the PC befriended, worked alongside, or otherwise left on friendly terms with, who can provide some kind of service for the character under the right conditions. Each adventure also provides a Compromise, however - a character, force, or whatever that the PC pissed off and is now gunning for him in some way.
Each adventure also provides a Keepsake, which amounts to a single small trinket (worth no more than 1 or 2 gp) that ties into the adventure; as well as a free roll on a level-appropriate Art Objects table from the DMG for a spiffy and actual treasure that your character kept from the adventure, but is of course free to sell.
Finally, each adventure provides a free tool or vehicle proficiency, usually in something esoteric and fluff-oriented rather than something likely to actually impact the game.
So. What does 5eg think?
Sounds good to me. I don't really think I'd start a character beyond the 3-5 range, but the concept is still pretty interesting.
'Pretentiousness' in shitposting speak (though I'd say they're not really the same thing).
He's not entirely wrong.
Eh, you never know.
Ah, okay. Sorry, I've been awake for 20-ish hours. One of two things happens at that point - my ability to spell plummets; or I start getting really pretentious.
>A *mere* "character background"
Well, by this I mean "my character is a Halruaan who discovered she had sorcerous talent. This made her an outcast in Halruaan society, so she journeyed north to escape persecution in her native land."
That's just fine, but if you're rolling up a character of 6th or 10th or whatever level, it doesn't explain where all those levels come from.
I...don't understand the objection.
The contact and complication thing strikes me as similar to that system in Shadowrun's 4th edition.
Seems like a damn fine idea for starting at higher levels, and I'll definitely make use of it if my players want to do something higher level later on (or if some poor bastard has to reroll his character lategame).
Incidently, the ideas I'm going to be using to write these up are all based off of randomly-generated adventure titles.
I actually wanted to use old AD&D adventures like Aerie of the Slave Lords or The Keep on the Borderlands or the like, but unfortunately I just don't really have enough experience with them to describe them faithfully.
>Aboard the Scarlet Tide
>Blood of Murder
>Child of the Stockade
>Dream of Rule
>Heirs of Fire
>Hunter, Moon, and King
>King of the Caravan
>Knight of the Labyrinth
>Grove of the Living Dead
>Mage of the Hidden Sea
>Save the Princess
>Secret of the Circus
>Slaves of the Pit
>The Dragon's Gambit
>The Gift of the Fey
>The Waste from Within
>Through the Garden
>Warrior of Gold
>Within the Hungering Time
>Under the Wicked Sands
My real concern is somehow making sure that these can take *high*-level adventuring into account - i.e., if for whatever reason you're starting a campaign at level 15, then your character has probably done stuff like traveled to the City of Brass or Mechanus or the like.
>The contact and complication thing strikes me as similar to that system in Shadowrun's 4th edition.
Never played. I was actually inspired by what I've heard of the Traveller character creation system. Although I did not in fact make it possible to die during character creation.
...I kind of want to, though.
>I...don't understand the objection.
It's an uncommon level to start at. The option to do extended backgrounds is good, but seems niche given that most games start between 3 and 5.
>It's an uncommon level to start at.
Really? Huh. Level 7 is my ideal starting level, personally.
This probably stems from my first real RPG being the d20 Star Wars, wherein level 7 was the level as which Jedi characters became Jedi Knights, and thus Level 7 is an ideal level to start at.
>tfw the only character you want to play is a tiny, nude, wild elf boy named Twig who only speaks Sylvan
>he is 200 years old and lives in the High Forest, bathing alone in pristine pools, wandering elven ruins and sleeping under the stars (while nude)
>am always persecuted because of my character choices
>banned from meetup site
>parents find character sheets, no I'm on Prozac
>...I kind of want to, though.
It's not a good plan. There's a reason every modern version of Traveller omits that/makes it optional. Doubly so because the reason it works at ALL in original Traveller is because there's risk/reward associated with it - here it's mandatory.
This isn't really the same concept as Traveller, though it does serve some of the same purposes. Traveller char gen is more about the life you led before you became a traveller/'adventurer' (though it's not called that because scifi). If you want to see what that looks like in D&D (3.5 specifically):
Take that and combine it with some of the more detailed type stuff in your write up. Of course, that doesn't actually work all that well in D&D, since it's such a mechanics-centric system. I like just running with what you proposed better.
Has their ever been anything like a Feytouched race? I was thinking humans who have been magically infused with eladrin blood or something, they look really thin and pale and otherwordly and they speak Celestial and they are more elegant than elves and their magic is so strong but omg they are so cool, maybe I could just use the Aasimar race...
Mostly it was just the novelty of the idea of being able to die before even starting to play the character, a morbid curiosity - I'm aware that it's not really a good idea.
Anyway, gotta write up nineteen more synopses now. Wish me luck and sanity, all.
I've played around with a druid BBEG concept or two recently:
>Circle of life: The enforcer
Druid has decreed that things are simply going too well and need to be recycled back to something more primitive and raw to grow again. Possibly ambiguity with the idea that civilization/higher life forms truly are a potential danger (See also anti-spirals in gurren lagann)
How do you guys feel about backgrounds?
I've had an odd time with them. I think they're pretty good but rather restricting- So far I've just taken the starting inventories but let people choose two skills that make sense with their backstories.
Do you guys tend to go with the by-the-book backgrounds or do you houserule some of that?
>So far I've just taken the starting inventories but let people choose two skills that make sense with their backstories.
That's what we do, basically. We makeup a background and a feature for RP reasons, but no skills/ideals/traits etc.
My group generally starts with one of the existing backgrounds and creates a small little story about how their character went from their background to adventuring, and expand upon the details of our pasts as we go.
There's usually a background there that makes sense for the character with a reasonable feature to boot, but I usually end up running some small inventory changes by my DM.
For example, I was an Outsider raised by an Artisan father, so I kept a set of metalworking tools on me. In return, the hunting trap I would have had broken, and I needed materials to get it working again. That had a side effect of getting my loner character into the city where the party was.
I like them as suggestions, bonus stuff and a way to separate class from occupation but I'll usually just write up my own thing instead of taking the steps in the book unless I'm swamped for character ideas.
Backgrounds are, I think, one of the best features of 5th Edition.
>Do you guys tend to go with the by-the-book backgrounds or do you houserule some of that?
Playing my first 5E campaign right now, so we're just using by-the-book backgrounds. Later, however, we intend to fully customize our backgrounds as need be.
I love backgrounds personally. Allows for greater character versatility that actually bears impact on gameplay.
I've never made my own background from scratch but I do tweak backgrounds when I need to.
Oh this motherfucker here? Yea he’s a sun elf (that’s a type of high elf) evoker (that’s a type of wizard). Yea, he’s better than you; he knows it, I know it, and you know it. He’s more beautiful than you too (hell, he’s more beautiful than most human women). He’s smarter and power powerful than you or anyone you have ever met (even your dad) and he’s lacking in all body hair from the neck down. He’s got all the ingredients for greatness, but guess what: So do all the other elves. Not a lot of “upward mobility” in a timeless kingdom where everyone lives to be a thousand and no one ever dies by violence. So what’s he gonna do? I guess he’s gonna hop a fucking boat and float over the Faerun (wherever that is) and make a name for himself there. It’ll be easy, right? I mean, he studied at the Tower of the Sun and his spells burn hotter than the surface of the fucking sun. Yea, I’m sure he’ll be fine. Sure he’s a bit of a prick, but wouldn’t you be? Maybe you should lay off him already.
I go by the book and let the players choose. By RAW at the beginning of the background section, you can grab all the parts of a background a la carte. They're only restricting if you didn't read how they work.
Neat. Here is a goliath gladiator, hailing from high atop the mountains in faerun. No one special really, just your average unkillable beast of a man. Seriously, he purposefully wandered alone into the underdark to find himself a challenge.
So one of my players wants to multiclass his noble Battlemaster Fighter into Cleric of Light. To follow the Path of Pelor, the Sun god, after the horrible experiences he lived during his visit at Baator.
The party is in Sigil right now.
>any ideas for a side-quest or cool way to roleplay his way into the path of the ways of the clerics?
He is more handsome and charismatic than the average goliath, but looks are of little meaning to a goliath. Only martial prowess and what achievements they have earned with their strength.
(Also I love this artwork. Best goliath art I have seen since I started playing DnD.)
One thing my DM did was, during downtime, mention to me (who was playing a monk) that there was a monastery in town. Long story short, I ended up passing a couple trials to join the monastery, things like standing in the desert sun with a stone on my head for three full days and nights with no rest (con saves for days), and sparring with some of their best.
While it would obviously be different for a future paladin, you could do something like that: trials to join a specific order or something. Also gives the character a bit more of a backstory.
>Performs a quest for a cleric of pelor who offers his churches unique spell as a reward.
>becomes a cleric in the process.
The spell can be a basic lvl 1 light spell with some rad effect and deals damage and especially helps with dealing with demons and undead in the future. Just a suggestion.
Well he ended up in the mushroom city when he first entered the underdark and also found a bunch of beetles and an number hulk. He has plenty to eat atm. His greatest weakness is his lack of dark vision.
Thoughts on taking skilled on my rogue (thief) next level and buffing up my knowledge skills? No one in my party really does anything besides fight. Our only caster is a Druid who spends all his time as a bear. Well and our paladin but he's a polearm master hack and slacker.
I pretty much would lead our k/d spread I think as is just because how easy having a party of front liners is in terms of me getting off sneak attack. I know that doesn't matter I just mean my combat skills I feel okay on.
My other options are dex to 18, skulker, observant, and maybe I was considering one of the two magic feats but I don't think I'll do it.
I have time but idk. Anyone have any experience with knowledge skill rogues? I have 12 int so it's not a tota waste or anything.
Investigation, arcana (no one has this so I think it would be me), and history? Then I could expertise one if it turns useful at 6, though I'll probably pick acrobatics and perception instead. I currently have athletics and stealth expertised, as you do. Kind of want to do slight of hand but I haven't used it yet really.
Idk so many options in a class that's like all always on abilities.
American minimum wage is $7.25 an hour. So, at the lowest that you are legally allowed to pay someone, $750 would represent about 103 hours of work.
However, that's federal minimum wage, not state. Someone employed by a temp agency could reasonably expect to make $10 an hour, at which point we're talking 75 hours...or two weeks of work. And we're still talking a fairly low skill level here.
Couldn't you add back in Will, Fort and Reflex saves? Each class gets whichever one suits them thematically, and all spells use one of these three only. They would just be Con/Dex/Wis saves with the more traditional names. Then you could eliminate Str/Int/Cha saves. Changing all spells to use the three new saves would be easy.
What do you think are the best price to put things on DMs Guild for:
- A full class with at least 2 subclasses
- A subclass of an existing class
- A background
- A full race
- A subrace of an existing race
- A monster stat block (or a collection of them, priced per stat block)
- A short adventure
I feel like doing PWYW for everything is best but I'm asking for the best suggested prices.
So gonna play PoTA, what's a class that's fun at all levels? Was thinking of going caster (storm sorceror, wizard or druid) but I'm unsure, never played a caster before.
You could, but then by brewing away from the existing setup for something that functions 99% identically to how it already works, you're wasting time and adding unneeded complication to it. While the implementation wasn't the best, keeping the central three d20 rolls (attacks, ability checks, and saving throws) locked to the six ability scores is an elegant idea.
I'm a rogue now not a caster but if your group is RP heavy and nerdy enough about it I would really like to make a warlock with a very developed relationship with their patron. Idk what it would be for me, and I don't know what that would be for you, but that's super interesting to me.
Plus they get new abilities every level. Spells, pact boons, invocations, archetype abilities. Lots of stuff.
>I'm curious if it runs fine without all that shit that makes rangers own bows so well (shitloads of arrow spells, hunters mark, colossus slayer)
If you want to kill things with a bow and arrow or cross bow and arrow, then fighter does it better. This is pretty much true for anything using any weapon. Pick Ranger if you want some special Ranger thing like um volley.
As for a melee Ranger, it would work fine until about level 8. By level 12 you would notice that every other melee character has gotten class features and you have no more class features in sight. Whirlwind attack is highly situational. The only thing useful to multiclass to after level 8 is rogue.
yeah my group is very into RPing, I don't really like warlock, but is not a bad idea at all.
I did build a warlock but never got to play it, since the GM banished. Maybe I could recycle him.
Ah for sure. I mean any class can be good for RP obviously. I've just been kind of fantasizing (?) or whatever about developing a patron/patronee relationship in game and having that be important.
But if you don't like warlock then whatever.
I also want to make a conjuration wizard second place I think.
My cleric was really fun for my last (still ongoing on haitus?) campaign. Also not what you mentioned. But you kind of get to be a jack of all trades. Guidance is a godsend for keeping your party moving out of combat. Healing is obviously really useful.
Bard also seems cool to me. Hell everything does. Their spell list is awesome though.
I put up a full class with six subclasses for PWYW, with a suggested payment of $0.00.
I've made $7.51 so far, which is approximately $15.00 more than I expected to make when I wrote this thing half a year ago.
is the storm sorcerous origin any good compared to the other two?
If all you can come back with is u mad then get out my face.
>Some of what he's got there might not be a 1-page poorly-balanced and largely pointless fighter subclass.
The only thing, the ONLY thing that shouldn't be up for PWYW are adventures of significant length.
I would personally say it's better than wild sorcerer but worse than Dragon sorcerer. Then again it's hard to beat Dragon sorcerer. Bonus to health and ac, bonus to damage based on cha, and wings.
Then again I'm bias so take it as you will.
Favored Soul fix, pick the best please
>Domain is expanded spell list like Warlock patron
>Pick one spell from Domain at the new level instead of learning them all
>Can pick a level appropriate cleric spell at certain levels
>Some kind of spend metamagic points to cast cleric spells or channel divinity
So, my players are about to engage in heavy underworld gambling, and I'm a bit stumped.
How can I make it interesting for them, as well as give them variety to play around with. What kind of skills would be useful in these endeavors aside from street-wise and bluff?
>real life skills affecting game play
Only guys who can demonstrate their ability to seduce a princess before the game are allowed to play bards y'all. Only guys who can demonstrate their skills in magic are allowed to play wizards and sorcerers y'all.
>players find a riddle
"I roll an intelligence check. 23. Ok, what's the answer?"
>players find a puzzle
"I roll intelligence check. 12. Okay we can't work it out so we go home."
>players find a trap
"I roll an intelligence check. 3. I walk into it."
>mfw player skill isn't a thing these days
Underworld gambling's a hell of a drug. People will do just about anything to win, but there's a certain type of honor even there - you're only cheating if you're caught.
Palming cards is, of course, perfectly normal. And you're expected to discover, within a few minutes, where your opponent is keeping all those aces and politely ask him to roll back his sleeves, remove that massive choker or what have you.
Sleight of Hand and Investigation.
Magic fills the air, always; but you never know if it's the guy a table over, or some hedge mage your opponent hired - unless you're good at magic, reading your opponent, or you just so happen to catch the eye of the robed man who was staring at you the entire time.
Arcana, Insight and Perception.
Taunts and insults are always answered in a kind of semi-formulaic repartee, whether it's a jab at your mother or a bluff about having bruisers out back or a blatant attempt at seduction or a fucking spontaneous musical number about the size of your penis (that last one only happened once before in living memory, but man, that was a night to remember).
Gibes aren't the only verbal exchanges, of course - people often make (somewhat stilted) attempts at discussing politics, philosophy, anything under the sun, in an attempt to distract their opponent. Naturally, you're expected to respond in kind - and if it so happens that you know more about the chosen topic than your opponent, then he may be the one who's thrown off his game instead.
Knowledge skills, Medicine, Survival, fucking Animal Handling if you want.
In the end, honor among thieves is a strange thing. They've all their rules and regulations which are strict in some ways and incredibly lax in others. There's far more unspoken laws than what I've covered here, and they're constantly changing. You'll have to slowly discover them when you step into the gambling den.
Maybe, you know, don't?
He spent his spell choices on a trick that has barely any application if the party has a cleric and which he needs to spend an inordinate amount of money and time to get running. He did this at the expense of encounter winning spells like Maze.
Let him have his schtick, why are you so threatened? Does your butt still smart from 3rd edition?
Thank you so much. This is great.
The players are going to head into a Dwarven casino, blackjack, hookers, and mechanical slot machines abound. The Bard doesn't think it's a good idea and thinks everyone else in his party just wants to rob the place.
Trap his soul. Destroy the body enough. Steal the heart or head. I recall an Eberron book I think that detailed how assassins would stop a resurrection in a higher magic setting.
Ask your fucking GM.
I don't think there's anything officially in the game that prevents Resurrection by Clone, True Resurrection or Wish.
Using an Imprisonment spell is more likely to be effective than killing him.
If you don't have access to high level magic then you can go suck a duck.
Also, conspiring to kill other PCs is a shitty thing to do.
A big part of Arabian folklore is China. I know that sounds weird, but Aladdin supposedly takes place there. It was kind of the generic "distant land", like how Italy was for Shakespeare.
With that in mind - Warforged Terracotta Warriors. The equivalent to Qin Shi Huang didn't just build an army of soldiers to guard his tomb - he built a forge.
Because advantage is generally *supposed* to be circumstantial, and not something you get from class features or abilities.
In addition, the ability allows you to make the decision after seeing the result of your roll. Your suggestion amounts to a free reroll - in essence, providing the benefit of the Lucky feat, except 4 times instead of 3, more at higher levels, that can also do other things, and refreshes on a short rest instead of a long one.
This system can turn a marginal failure into a success. Your proposal can turn a natural 1 into a success. That's the difference, and it'd be much more powerful your way.
I'm about to play in a 1-shot sixth level game. I'm looking at making some kind of finesse Battlemaster fighter, though I might go with something similar (but different).
One thing I'm looking at is potentially rolling with my sixth level spent as the Rune Priest prestige class and taking the fire rune. However, I'd be concerned as I'd lose out on the level six stat boost.
Would it be possible for me to go with Fighter to four, take a dip in another class for some benefit, and then a level in Rune Priest to finish it off?
Does anyone else have experience with Rune Priest, and does anyone have any advice for this concept?
>That's the difference, and it'd be much more powerful your way.
I kinda disagree.
There's so many ways to get advantage that being able to stack an extra die on top of Advantage, something you can't normally do, is really damn powerful.
Ok, after two posts, it's no longer just a typo. The class name is rogue, not rouge. It matters because you look like a moron when you make that mistake, and you are far less likely to get good responses in a place like 4chan if you look like a moron.
To answer your question, though, it depends on what you find interesting. The good thing is, most of what's good about Rogue is in the core class, not the archetypes. ATs get some spells, which can very things up, plus screwing with people with Mage Hand is a core feature.
Assassin is good if you don't want to invest in Intelligence. Make sure to grab the Alert feat.
Protip for rogues - don't dual-wield as a matter of course, but keep it as a backup option. Why? Because of a few reasons: one, it uses your bonus action, which is probably better spent on Cunning Action. But the second big one is because you can only Sneak Attack once per round, so your second hit will only do piddly damage. But keep a dagger up your sleeve anyway - if you *miss* your first attack, you CAN get SA on that second attack. Daggers are handy for this because they're one-handed (so you don't have to drop your main weapon) and you can throw them as part of two-weapon fighting (see page 195 to confirm)
Alternately, use a hand crossbow instead of a melee weapon, and also snag the Crossbow Expert feat, which lets you pull the same shenanigans, but at range.
I know nothing of the rune priest savor that Idk if a BM fighter can be a rune priest. I think you have to be a caster to get it.
I would personally suggest just going full fighter so you can have a maxed out dex and two attacks a turn.
While I do like the idea you've come up with, I have to caution that there's no expectation that a character levels from level 1. A Halruan Noble manifests sorcery and travels to the north. Maybe they manifested level 7 sorcery. What's the difference between a thug and a level 10 champion? Better equipment, several abilities that amounts to more heroism, and slight improvements in using a weapon. An old archkage finally finishes his arcane thesis and gains the features of the abjuration tradition. At any level, maybe this is the first time you have an adventure. For those who are seasoned adventurers, I really like your idea. And you could include death as long as you also got resurrected.
If it's so powerful, why do you advocate nerfing it by swapping it to Advantage? And all because you can't keep track of adding an additional 1-4 to your result? What are you trying to accomplish here?
As far as I know, Rune Priest really only requires 5th level and 13 Dex/Int.
Is there a similarly finesse-y duelisty build I could do with a Rogue or something that wouldn't be wasted on Dex and Int? Maybe something with Rogue?
>I don't have a point to make anymore
>Hmm, anonymous image boards make it easy to confuse who's talking to whom
>better call him out on that. That'll show 'em
If the official function of superiority dice is more powerful, as the second person claims, then what is to be gained by changing it to Advantage? A minimum savings in bookkeeping?
>Implying I think changing it to grant advantage is good idea
I disagree with the reasoning that granting advantage is more powerful than adding a die, that doesn't mean I think it should be changed.
It also requires you to have proficiency in the arcane skill. Just checked it. The best thing I could suggest would be a 5th rogue and then single lvl dip into rune scribe if you really want that prestige class. I'm sure it's solid but desu I have not looked too much into it.
Being able to reroll a die is better than Advantage, because you get to see the result of the first roll before deciding whether to use the reroll. It's a significantly more useful, er, advantage, than simply having Advantage because you don't consume your resources until you already know you need it - which, you'll note, is what the ability already does.
But the superiority die, as written, can never increase your odds of success by more than 20%, so to speak - it increases your result by ~2.5 (3.5 at 10, etc.), whereas a complete reroll gives you, realistically, a 30+% chance of succeeding, depending on what you need to get. Those numbers don't directly compare to one another, but the point is that Superiority dice are marginal - they're only useful if you rolled a middling value and think a few extra points can save you. Advantage is useful on *any* roll you think will fail, which makes it more broadly useful and thus a more powerful ability.
> Would you rather have a cleric, wizard, or sorcerer if you were only allowed to have one caster in your group for that adventure?
Probably a cleric?
I mean, there's a decent amount of overlap, but a cleric can just do a few more distinct things that a Wizard can't that you really wanna have access to.
Bonus points for Arcane domain.
Elephants are not hermits. They are incredibly social and familial. Make them the traditionally nomadic race, traveling with the seasons and scarce water supply. Also what do they look like in your setting exactly?
If by some miracle, I am a Bronze Dragonborn Sorcerer and get to level 20. Get lvl 20 wizard friend to use true polymorph on me to make me an adult bronze dragon... Holds it for whole duration, makes it permanent... Adult bronze dragons can shape change, so I can go back to my normal form. BUT in the shape change description, it says that you gain none of the class benefits of whatever you shape change into... So would I effectively be giving up my sorcerer powers to become a motherfucking dragon?
>5E finally goes OGL
>The "SRD" is actually just a store that's a copy-paste of the code for other RPG-related PDF stores.
>The actual SRD itself is a PDF.
Has any company ever been more incompetent in the history of anything?
Or are you people actually pretending this bullshit is actually a good thing?
>A full class with at least 2 subclasses
>A subclass of an existing class
>A full race
>A subrace of an existing race
>A monster stat block (or a collection of them, priced per stat block)
>A short adventure
I've DM' 5th edition for a couple of months now, we've had our moments and all, but my players feel that this edition was made for people new to DnD.
Let me explain:
>BBQ birthday party, somebody talks about something funny that happened in one of our DnD sessions
>another guy says he feels his cleric build in 5th edition is simply not what he is used to since ADnD
>He was more of a Battle Cleric, but now he says Clerics have been turned into healbots and lack the "battle" part.
>Saying the Advantage/Disadvantage system sucks, as last time it took way too much time to kill a monster they had disadvantage to hit
>I tell them that they are low level, so what can you expect, everything is going to be shit for them until they hit at least 6th level, specially since they are still on the "learning the ropes" phase
>Other people in the group disagree, saying that while the story and roleplay is great as always but the system feels like it's just way too dumbed down.
>"When we were playing 3rd edition at the same level, our party struggled but at least our builds, even the ones just for flavor, worked"
>"It's not a bad system, we're glad the useless classes from 3.5 like the monk were fixed, and it has some nice features, but still, it doesn't feel like it was made with experienced players in mind"
We are still playing 5th edition though. I'm not trying to begin an editions war, but I just can't shake the feelings my players really want this campaign to end so we can go back to play ADnD or 3.5. Maybe it's just that 5th is very different from those.
I was thinking on a homebrew ''fix'' for monks and just thought of this:
Just give the sun monks ranged spell attack feature to every monk.
Re-fluff the spell attack for the right damage type.
Maybe give the sun monk something extra as lvl 3 feature to compensate on every monk having the spell attack feature now.
Something like a extra movement speed boost, minor illusion or a bigger range than the others.
Open hand monks are centered around life force and force damage except for the quivering palm feature which uses necrotic.
So they can get a ''Force bolt'' version of the sun bolt.
Long death monks get ''Necrotic bolt'' (necrotic damage), 4E monks get Fireblast (fire damage), Ice spike (frost), Wind blade (cutting) and Rock spear (piercing)... Now only shadow monks are a dilemma but they could get a ''Void strike'' which inflicts a status effect from a list instead of dealing damage.
My impression of 5E was that at some point during the development, they got tired of writing rules, and someone in the office said "Hey, you know what's getting pretty popular? Those rules-light games like DungeonWorld where you just make everything up.", and some executive thought it was brilliant and they just finished every single paragraph and rules entry they had with "Yeah who cares the DM can make it up.", and published it, without any editing or proofreading.
>5th edition is very different from those
Oh no, the problem isn't the difference, it's the similarity. 5e feels enough like 3.5 to really draw out how much stuff from 3.5 is missing.
It's not that 5e is bad, or in any way worse than 3.5, it just has a lack of content in comparison.
Except for the guy who wants to play AD&D, that guy's just an idiot who apparently has no idea how AD&D worked
...What kind of a cleric is he? Because most clerics can still do a fair bit of per-round damage.
Hell, if they're pre-5th level his damage should not really be much different from a martial.
>my players feel that this edition was made for people new to DnD.
I mean, I wouldn't necessarily disagree.
It brings in some good ideas, the best probably being the Concentration mechanic which does an admirable job to fix the caster problem, but it's still basically 3.5, but with training wheels.
One thing that was hit REALLY hard compared to 3.5 was the ability to do lots of different, flavorful builds. The snails pace of splatbook development means that this is unlikely to change for a long time or possibly at all unless you wanna start using homebrew content, which I, personally, would rather shoot myself than do.
It sounds like your players like to put a lot of effort into building their characters and that's simple not something that 5e has consideration for.
Explain that they feel the system is too dumbed down because there's not 3000 splatbooks of different options to pick and choose builds from, and because bounded accuracy means they've removed all the myriad +1 bonuses that you'd previously desperately scrounge for in favor of INCREASING the viability of characters with low ability scores or multiple ability dependency.
Explain that, while a large number of builds and characters are unsupported, the system has been out for far less time than 3.5, and that reflavoring mechanics to match your fluff is acceptable, as is balanced homebrew.
Explain that, if you're finding an enemy difficult to kill when you have disadvantage, you should employ intelligent tactics to stop having fucking disadvantage.
Explain that Life Cleric isn't the only Cleric option, that War Cleric are literally Battle Clerics, and that having too much fluff overlap between default Cleric and Paladin is pretty stupid anyway.
>5e feels enough like 3.5 to really draw out how much stuff from 3.5 is missing.
This is why I was so confused by 5E's design philosphy (and remain so) when I read the DMG.
It technically does all the "D&D things" 3.5 does, with leveling into classes, skill checks, spell slots, etc. All the things you expect. But because it's so similar on the surface, when you actually delve into the book for answers to "What happens if a player does X" or "What are the rules for Y", you learn that there's nothing there. There are no rules for that. It's like that's just a big blank space you're supposed to fill in with...something, which is almost always just going to be advantage/disadvantage.
Which is another problem I have; Calling 5E Advantage/Disadvantage: The Game is not entirely inaccurate, as all the rules will ever suggest is making every single thing players do or have done to them either confer one of the two.
Do grapples reduce an enemy's AC and prevent certain types of actions? Nah, just give 'em disadvantage. Every problem is solved this way. I don't know if people like how simple this is, but it just feels lazy to me. Mostly because they actually have a section in the rulebook where a rule SHOULD be, there's a page number in the Index telling me where to find it, but all I get is a sentence saying "Make it up. Give advantage/disadvantage."
What exactly are you trying to fix about Monks? Lack of ranged combat ability?
Monks, Paladins and, to a degree, Barbarians are designed to be in melee, just as most casters tend to be ranged. They're not supposed to be fully effective at all ranges (at least prior to the SCAG), just like non-Bladelock, pre-SCAG Warlock weren't supposed to be as effective in melee.
But Monks get a speed boost to get them into melee faster and can use Dex-based ranged weapons instead of the short-ranged Str-based thrown weapons the other two are stuck with, so they're not fucked if combat begins at over 70 or so feet (which, in my experience, rarely happens anyway).
This is definitely a problem I have with 5e.
Attacking someone who is prone/blinded/deafened/grappled/and in faerie fire, is mechanically the same as attacking someone who is prone.
I think this is what my players cringe most about. The whole Disadvantage/Advantage thing.
Most of these situations were resolved with penalties, or bonuses but since this is no longer the norm in 5th edition it feels like a huge change.
It's literally depending on your luck. For example:
>Shit even with my bonus I still need a 15.
>Allright, here we go
Now, in 5th edition:
>Shit even with my bonus I still need a 15
>YES! I got a 17... and a 3.
And this is what pisses my players off, so, so much.
>the system has been out for far less time than 3.5
In the amount of time that 4e has been out 3.5 published 2 Complete books, the third Monsters Manual (II was 3.0), the Expanded Psionics handbook, Races of Stone, Unearthed Arcana and the Planar Handbook, plus a few adventures.
If we count the release of 5e as being from when the Players Handbook released instead of from when the last Corebook released then you can add another Complete book, Races of Destiny, Frostburn and Libris Mortis.
The dev cycle of 5e product is fucking PATHETIC.
And yes, you can also argue that "well, the players need to use their smarts and all that" but even you have to acknowledge that there are some situations that are so spontaneus or so complicated that the players simply fall into this hole.
Look, i was always mad that monks who were supposed to be half-casters in the lore got gimped out of their casting abilities thanks to not receiving a spell list similar to sorcerers with their sorcery point system and having to stick to very very limited features of their sub-class and burn out ki points too quickly.
This would also help their survivabilty at low levels when they don't get saves all day.
Thus i was thrilled when they introduced the Sun monk.
The monks would still be the same at close combat just with the added ability to fight at a 30 ft range as well.
Things get so ridiculous at level 20 that maybe even becoming a dragon isn't *that* impressive, you know? Which is a little sad. You're like planeswalking and you're immortal and you're fighting literal gods or whatever. Turning into a dragon doesn't seem as impactful.
Why are these two situations the same, though. Why is the 3.5 DC the same as the 5e one when there is a situation that, in 5e, confers disadvantage.
What are they getting disadvantage for all the time?
Which, in itself is a huge smack in face for players who want to construct their character with a focus on penalizing enemies. There's no reason to have two people try and debuff the same enemy, because it's just not going to help you.
Which someone might argue is a good thing, because the party doesn't NEED multiple people throwing around different debuffs, but it used to be a legitimate playstyle that many people enjoyed.
Again, to this day I have no idea what a grappled person can and cannot do. Which is pretty important if you're going to have something like that in the game, since it will probably come up and a player probably won't use a grapple (or any other move) if they expect it to incur a certain penalty or limitation on the target, but the DM doesn't concur.
...What. It's at the back of the book, under the conditions appendix.
The only thing not there is that the grappler can also move them at half-speed, which is earlier in the book.
Grappling isn't too negative in this edition. You can make it better with the grappler feat and you probably want to restrain them for more goodies.
It doesn't matter what the DC is, the point is, you needed only one lucky roll on 3.5 to work out some difficult situations, where in 5th edition in disadvantage situations you need one lucky roll and hope to God the other dice doesn't come up bad.
He is trying to create a golem perfect for the average household.
It cleans the house, watches the kids, runs errands among other things. But after testing it with a few families something went wrong...
But it does matter.
In 3.5 you need to be super lucky for the roll, in 5e you just need to be a little lucky on two.
Comparing the two situations with the same DC is disingenuous or you are doing it wrong.
>i was always mad that monks who were supposed to be half-casters in the lore got gimped out of their casting abilities
Wuxia-style martial arts can generally be divided into external and internal arts. It's just as valid for monks to circulate their ki in passive ways that make them harder or faster or stronger as it is for them to shoot lightning, just as that Mystic playtest a while back had an archetype that fucked with people's minds as well as one that made itself swole as fuck psionically.
>not receiving a spell list similar to sorcerers with their sorcery point system
I don't see how the sorcery point system is relevant to ki, but if that's what you want, why not homebrew a melee sorcerer like the Favored Soul?
>very very limited features of their sub-class and burn out ki points too quickly
Admittedly the Four Elements Monk is shit, but you do know that Monks recover ki points on a short rest, right?
>This would also help their survivabilty at low levels when they don't get saves all day.
>The monks would still be the same at close combat just with the added ability to fight at a 30 ft range as well.
Having saves is irrelevant to this, as what you're doing has no bearing on whether they save against spells or not. You're increasing their damage capability at range to match their melee, which means that you're increasing their survivability by effectively making them a ranged class. No one has any incentive to move into melee when they can do just as much damage with the same resource expenditure from 30 feet away.
Was this your intention?
So there has to be a compromise at some point between "here is a table for everything on the face of the planet, roll to blink" and "rules don't exist, freeform story circle roleplay!"
Personally, I'm OK with the base rules being fairly rules light. They can release supplements with more extensive and in-depth mechanics and tables. But when the base rulebooks have those included, it makes you obligated to follow them because the game is balanced around them being followed.
D&D as a concept is also rules intensive. There's a lot of shit going on and it is really intimidating to go from never playing a pen and paper RPG to playing D&D. It makes sense to have the base products be at a base level. I remember reading the 3.5 PHB when I was 14 and getting frustrated and confused. I didn't know what a lot of this stuff meant and it made me not want to play. I want people to play this awesome game and feel less frustrated.
Did those supplemental products sell? Would they sell now? It's an important question to think about. Most players need a PHB (or at least purchase one). But do players really need to purchase a sourcebook that has one background they're interested in and maybe a new class or race? Why not just pirate it and use the paragraph of text you need?
One of the problems with 3.5 was that there was just too much shit. And that's only counting the official releases, no OGL material. If you were a DM, you had a million goddamn sourcebooks that you could get rules from. Maybe they were balanced, maybe the weren't, who knew.
It will be interesting now that they're focusing on online distribution, because now instead of going "pay $30 to play your Drow by buying the Forgotten Realms book" they can go "pay $1 to buy the stats and history and backgrounds of Drow."
>Did those supplemental products sell?
I mean, they kept putting out product at basically the same rate for another 1-1½ years and at a slowed rate for 2 years after that, it can't have been a complete monetary sinkhole
Well of course i was going to give the option to specialize in the homebrew.
Also the single spell attack isn't the same as a weapon attack at melee and you can't impose saving throws with it.
+ melee still does more damage so that point isn't valid.
The idea is to have 2 features at each monastic tradition feat.
You pick one feature from the 2 or give up an ASI later if you want both.
One would emphasize the spell attacks and the other melee combat.
For example Open hand getting extra HP each time they get the melee feature.
Long death monk getting a ''vampiric'' feature that lets them drain a decent amount of Hp.
Shadow monks getting some free actions or features like quick draw.
Wot4e getting extra an extra stat point in one stat each time the feature is picked and get to add 1d4 typed damage on attack actions for free following the theme of an element (freezing for water, fire, piercing for earth and cutting for wind).
That was when, 2003? I'm not an expert on this sort of thing, but I think the marketplace for games and books has changed a bit.
First of all, I know that 4th edition was super heavily pirated. Regardless of morality or ethics or legality, it still has to impact book sales. Like I said about the stat blocks, if you have to choose between buying a sourcebook and pirating a pdf for 2 paragraphs of text, it seems obvious which is easier.
The obvious solution is to allow for your products to be available digitally for cheaper, maybe broken up. Think of it like DLC. Regardless of how you feel about DLC, its obvious that it makes money and works as a business model. WotC seems to be testing the waters for that with the new online store.
Secondly, the market was saturated with 3.5 products and OGL d20 products. There was so much stuff and you really only need a handful of books to have a good (and long) time playing. It's better to have higher quality, slower releases that people can get excited about.
>Well of course i was going to give the option to specialize in the homebrew.
At no point did you imply anything remotely related to this in your original post.
Make sure your feature options are balanced against each other is all I can say.
>Also the single spell attack isn't the same as a weapon attack at melee
>+ melee still does more damage so that point isn't valid.
The spell attack benefits from Extra Attack, runs off Dex, scales with Monk damage dice and may expend 1 Ki point to perform 2 additional attacks, so its damage is basically the same past the quarterstaff levels, and has a difference of only 1-2 damage on average prior to that.
It may as well be the same.
>you can't impose saving throws with it
Fair enough, though this is specific only to Open Hand Monks (which, to be fair, don't really need anything else going for them, but I still concede the specific point).
>need a 15
>rolled a 17, I got lucky but the other dice said 3 so fuck that previous luck
So what you're saying is that rolling two dices which raise the failure exponentially is better than rolling just one where the failure rate it's just 50/50?
Modifiers existed on 3.5 exactly for that. To minimize the 50/50 chance.
The PHB, DMG and MM released in June of 2003, yes. The period in question is Summer 2003 to Summer 2004.
I don't have any numbers on how much 3.5 was pirated, though obvious it WAS pirated since you can still find the PDFs to this day.
Depending on the numbers your point might stand, I really can't say since I don't have access to WoTCs finances.
>It's better to have higher quality, slower releases that people can get excited about.
I mean, I suppose if the releases for 5e actually WERE higher quality.
Sword Coast Adventurers Guide, the only real supplement book to have been released yet, was pretty short and still managed to have a terrible amount of content for it's length, it wasn't badly written but it was hardly substantial, the first 100 pages are basically all fluff, which is fair enough if that's what you wanna go for, but most 3.5 books managed to pack in an assload of game content while still having plenty of fluff. For a game as lacking in content as 5e it's ENTIRELY the wrong direction to take the early supplements, if they wanted all that stuff in there then the book should have been 50-100 pages longer.
Time will tell how WoTC will handle splat-content going forward, I just hope they don't decided to go with "Well now we have all these randos releasing homebrew stuff, so that means we don't need to release any official content"
I can't stand using homebrew content, arguing about using splatbooks was bad enough in 3.5 without the added dimension of the content being written by some buttboy on the internet. without any kind of editor.
Having a bunch of modifiers works well in a video game, where the computer can keep track of everything. But honestly remembering modifiers sucks up a lot of time and mental energy.
It's not an exact equivalence of the probability, its more of a way to conserve mental energy and have the game not drag on.
>Notice D&D on twitch
>Check out the literal handful of streams
This isn't what the average group is like, is it?"
Like Critical Role is good but the actual normal groups, holy shit
>arguing about using splatbooks was bad enough in 3.5
Well that's the crux of the matter. If it's annoying to players and has a high risk of not making money due to piracy or disinterest in subject, why would they focus on it?
I get where you're coming from. I'm a little weary of trusting content made by randoms on the internet to be balanced and work well. But if the official stuff was also questionably balanced, it seems kind of a moot point. To be honest I trust D&D fans to create more balanced content than, say, a Sonic the Hedgehog fan.
Couple of questions.
How well do the SCAG new cantrips work with an eldrich knight? How do they interact with extra attacks, by the looks it seems like you only get the one attack.
What are the better avenues of attack for a barbarian? I'm certainly considering the greataxe option but how well does weapon and shield or dual wield hold up? Dual wield seems like it would be pretty good if you level dropped fighter but I'm not sure. Are there any others I should know about (like how would a tavern brawler/grappler hold up, or a polearm user)? Mostly I'm looking for something to use my bonus action on
It's not much, but it might be a start.
About to run Out of the Abyss.
1) Do NPC companions get a share of XP, assuming they are a part of combat?
2) If so, do they level up?
My instinct is that they get a share of xp if they contribute but paradoxically wouldn't level up only because I don't know HOW they would level. Advice would be welcome.
Dual wielding seldom works well because there are so many other things that the melee classes want to do with that bonus action. A dual wielding rogue can work sometimes, just to get a second chance to do all that sneak attack damage, but rogues also have lots of other things they want to use a bonus action on.