>Core rulebooks, adventure modules, Unearthed Arcana
>Pastebin with homebrew list, resources and so on:
>OGL and SRD for 5e
>Dungeon Masters Guild, buy and sell 5e shit using Wizard IPs
What's your party's getup? What's the most ridiculous you've seen?
Do you guys think there'll be a DMG II, or just miscellaneous adventure/setting books so all the DMG II stuff gets scattered?
Different characters have different fashion tastes.
There's the rogue who like to wear leather, the warrior who feels naked when he doesn't have a proper pair of trousers, and the sorceress who recently got a magic robe that was in the form of some rather curious lingerie.
My guess is they'll do the adventure books and the occasional SCAG like book, and then after like a year or two they'll put out a compilation of that years big rules/equipment/etc that came out.
What should be included in a DMG 2 that wouldn't be covered in a new PHB, or material like we've already seen. Character options seem fine as they are, and I can't think of new mechanics that have been introduced. Story / fluff seems fine as they are restricted to new splat books.
Only thing that stands out in our group is the barbarian who wears a necklace of ears (some of which are 30+ days old), and the bard who has the fanciest gaudiest get up including a plumed tri-corn hat and garish cape.
>What should be included in a DMG 2 that wouldn't be covered in a new PHB, or material like we've already seen.
Advanced exploration rules, covering exploration turns and dungeon turns (like in previous editions and the playtest).
More rules for generating towns, economies, politics, laws, etc. Some tables that supplement the world-building advice in the regular DMG.
More guidance on handling tools and other non-weapon proficiencies (I feel like this is sorely needed).
Random encounter tables (there's what, two in the DMG?), wandering monster tables, more traps, more magic items can't go amiss, more sample maps.
That....was probably the most apt response I expected and could have wanted. Thanks
As for this part
>Advanced exploration rules, covering exploration turns and dungeon turns (like in previous editions and the playtest).
Whaaaat's wrong with using the rules that were in the playtest?
Yo, kinda new to 5E, took a several year break off of D&D, but I'm going back to school and a friend at school is talking about running something. I'm looking at a Half-Elf rogue building toward Swashbuckler and I'm having difficulty picking a background. My basic rundown of the backstory as of now is that his mother was a pretty normal human who happened to catch the eye of an elf as he passed through the city. He grew up hanging around with a group of other half breeds. His mother never fell out of love with his mysterious father and has begged he go out in search of her.
wait wait wait, you want to make a rogue, and both his parents are STILL ALIVE?
pic not related that just my fav art from any d&d book ever i think
Yeah, I'm basically debating between Urchin for the more Aladdin vibe and some type of Charlatan for a more average, but potentially low class type character.
Actually, I had a similar draft for a character when 5E first came out that was definitely going Urchin where the mother was dead, but as I changed what kind of character I was making I decided it seemed more interesting to keep her alive. It's kind of funny that making him a rogue kept her alive.
DM here in need of some Fey templates or races. Didn't see anything in the pastebin, thought I would ask around.
If not I will be designing a template tonight, a bit stuck on the whole cold iron thing. I think it would be an interesting weakness to include, but I don't quite know how to balance it out apart from puming up HP or AC. Any suggestions?
I understand that we've established OP is a faggot, but why would you fuck off someone you don't like? Hatefucks are a thing but this just seems less intimate
Entire party is in rags except the Bard who joined later (OotA)
I remember someone playing a noble with a fancy trimmed and ruffled suit, burned spells on mage armor so they didn't have to cover it.
Magic resistance. They are weak to weapons because they're resistant to everything else. Make sure that they also use charms and enchantments that require concentration and you can throw on disadvantage on concentration saves resulting from damage from a weapon. As in, not natural weapons not unarmed strikes, weapons on the weapon table, weapons.
Sorry, anon, but
I didn't make the thread this time. :^)
I'm working off the assumption that 5e Feywild is identical to 4e Feywild, though 5e Shadowfell pretty much has to be different due to no Raven Queen...goddamn I miss the Raven Queen.
Is there an equivalent to rust monsters for casters?
How do you balance custom legendary actions other than "don't be an idiot"?
What artifact should I have this rogue steal from a mansion, and why (one character adventure)?
I think Intellect Devourers might count..I don't recall their being a monster that removes your spell slots though. Unless you mean a creature that destroys focuses/eats spellbooks?
It should probably count as some hp for counterspell, but it has to effect its time to live or time to kill to change its CR, so there's plenty of spells that would make no difference.
The most ridiculous thing I've seen is a friends barbarian named Thunderhead. He is a borderline retarded savage who loves to ax people and procreate with women. He always keeps a wine skin with wine up his ass (for reasons i dare not ask).
One day at a bar he is looking to mate with a fat woman (because he is drunk or something i guess idk) and I give him several options which included a hefty orc woman. He approaches her to procreate but as soon as she urns around and flirts back he is appalled. She was much fatter than he thought (I rolled for the weight and got 590+ on a modified chart) He tries to get away but fails an athletics check to escape. He tries to ax her but her fat is acting like natural armor. So he is now helpless as this fat orc woman hoists him up the stairs and procreates with him. The whole time he is trying to kill her and she hits him back some as well, leaving the room stained with sweat and blood. During the ordeal the wine skin bursts in his ass. It was not a good day for Thunderhead.
I will never see anything more ridiculous than that at a table I play at, or at least I pray to Pelor I never again will.
>Yeah, I'm basically debating between Urchin for the more Aladdin vibe and some type of Charlatan for a more average, but potentially low class type character.
That's funny, my wife just made a character, and took the idea of Jasmine hiding in the slums, gave her a dagger, made her a Rogue, and left her home city.
>This nigga thinks image macros are called memes
That's the stupidest thing I've ever heard.
Also that's not even an image macro, that's dialog that's a part of the original image, that makes it a comic.
It's pretty cool. It has high DPS with a few strong utility options, and it pays for everything with hit dice and hp, so there's a bit of inherent risk in using its abilities. I'd say overall it's on the strong side, but still inline with stronger classes' dps (and nowhere close to the utility offered by bard and wizard).
It has far more options and decisions for a player to make upon leveling and using abilities, but honestly I think that's a great thing. You can play it more than once and make unique decisions even within its subclasses.
Was going to run a jaws like encounter with a sharkenbear for my group. Any ideas to make it more interesting?
Something to summon it to wherever they are as they trek through the woods. Kobolds or wild halflings that injure them and leave so the creature they venerate can finish off the intruders, or wildlife like screaming goats.
Short version is power about like a paladin. Defense about like a rogue maybe the monk. Utility like a ranger if that. Decision points much like a caster. Overall very close to the Paladin with less nova.
> do you think there will be a book with actual content
Why would they when they could just publish more adventures and make tons of money off whatever they publish?
>drops to 1 hit point instead [no full stop]
>two with its sharkfists [no full stop]
Why does Reddit go through all the effort of aping the style of the original books if they're not even going to proofread their shit? I can't trust the math if you haven't even realized by now that "1d10+5" should have spaces in it.
>lay a few boards flat
>lay a board across them on either side
>attach with nails, spikes, even wooden stakes
>shaping and reshaping a piece of metal into a point
One requires specialized equipment and training, one does not. One requires expensive materials, one does not.
But a better counter, 5 daggers = 1 shield.
Harumph, I suppose that's it then. I want to kit out a troop of peasants in downtime and I was trying to find the cheapest, most survivable option but since the pricing in 5e is utterly retarded it looks like I won't be able to give them much more than a javelin a piece without going totally broke.
>Would an Old One Warlock be the best option to re-flavor something into a Psion? I'm thinking of playing a Kalashtar for an Eberron campaign.
Why not, uh... use the Psion that already exists and expand on it?
What's the best way to build cute witch characters in 5e, teeg? Warlock? The Pact choice is tough stuff.
I'd likely only be giving them padded armour, but peasants not being able to use shields has to be some kind of joke, shields came about because they're easier to use for defending than using literally nothing.
I'd say work it out with your DM, honestly. If you pay for raw materials (wooden boards and bolts, leather, etc.) you could reasonably have the townsfolk put them together under supervision for a fraction of the cost of buying "professionally crafted" shields.
I think the real warlock issue is that they get so little at higher levels. Slim access to (not scaling, no potential to swap, small list of) higher level spells, they can't scale their lower level spells past 5, and ability wise they get some cool stuff but it's kind of slim picking.
I actually think a bard might do a decent job.
Feylock, MK into Shadow sorc later on for a decent dose of spooky and being a nigh-unbeatable force of nature due to Strength of the Grave. Fluff your Hound of Ill Omen as your familiar's enhanced form.
Yeah, I'm not OP, not that you believe me since this is an Anon message board where such thing can't be confirmed.
I'm not even a newfag; I've been playing since AD&D. I'm just not an asshole who complains about things like post images.
The thread has a title and the important links. Nothing else matters.
No, that's wrong, especially when it comes to things like OP images of popular generals.
You're obviously sort of dumb, so you're going to go into the "Who gives a shit" area of the argument, at which point the response is "Since you don't care, don't be a dick and stop bothering the people who do."
And, if you want to take that next, fatal step of "But I don't care about being a dick," then welcome to you breaking the post quality rule of 4chan as well as the two rules of /tg/.
In short, the OP image is important, especially with the catalog being the main way people browse this site and find threads, and it shouldn't be used by idiots with an agenda, be it either some meme they want to force, some political message they think shouldn't stay in /pol/, or something they want to shill. It's rude, obnoxious, and sets a bad precedent.
The OP image also serves as the eyecatch, and shouldn't be something dumb or controversial just for the sake of starting up idle chatter unrelated to the topic of the general.
Honestly, I feel like they could do a MM 2 that included wandering monster tables for most biomes, and most level brackets (1-5,5-110, 10-15, 15-20 or some such.), and it'd be great.
>Who gives a shit" area of the argument,
Actually more "why the fuck do you give a shit"?
>especially with the catalog being the main way people browse this site and find threads
ctrl + f, "5eg". Simple, fast, effective, does the job. Hence why I said thread title is important. Image isn't.
> It's rude, obnoxious, and sets a bad precedent.
Jesus Christ I'm talking to a Grognard Justice Warrior...
It's not 2edgy, it's a joke about female armor, applied to drows, because in drow society the males are the fuckbait.
It's still just a joke, and the guy complaining is causing far more off topic discussion then the image was ever going to.
Just because it wasn't replied to.
It has been pretty much stated that they will not be doing this sorta thing. They have the core and they are letting the OGL run wild to fill the new content.
You guys, I was the original guy who called it a meme, I didn't make any other posts in this whole thread (about that). You all are arguing over stupid stuff with idk how many people. Meme was the wrong word but idgaf I'm lazy you know what I meant.
Stop arguing about this. I still think dumb joke comics are lame OP pictures but I wasn't even the one to originally complain about that and I wouldn't of had someone not asked why that guy before me who was talking shit did.
>something dumb or controversial just for the sake of starting up idle chatter unrelated to the topic
This is a summary of all of your posts, in any thread, forever.
11/10. Fantastic fucking job. Artful, really.
This is the real problem with these general threads lately is you guys who really want to fight about stupid stuff. Anyway I won't post any further on the matter, you can believe me or not if I'm "backpedaling" or whatever.
>Actually more "why the fuck do you give a shit"?
This particular OP isn't the worst, but there's been a bunch of really shitty OP's recently, and it would be great if this wasn't a trend. If your argument is "I don't give a fuck", then please, just let the people who do care and have a lick of taste take care of making the threads.
>This old argument
Trying to say that people who care are dicks is bad form, especially since if you don't care, you shouldn't be bothering to comment. Really, it's the kind of ironic hypocrisy that just suits to make the argument a pointless circle of "You're a dick because you called them a dick."
Addressing it now makes a lot of sense, especially since it lets this particular thread go under faster. When this falls off, it'll just be replaced by a new 5e general.
So I'm writing up a College of Lore Bard, and I'm interested in what suggestions people have for the 6+ proficiencies and bonus spells. I saw this image last general and felt somewhat...inspired.
I'll see myself out.
Does anyone else like... Have a really complex idea and drawings and whatever of what their character looks like, but really it doesn't matter because your party just generally describes their character and gets on with it?
Like I have a lot of backstory and info about my rogue, but ultimately they just know he's a rogue and don't really care about what he looks like or whatever. His character is pretty minor as we mostly dungeon crawl though each of us has taken a kind of general role in the party personality wise.
Like we do role play a bit but outfits and stuff are pretty unimportant.
Or do some of you guys really go into a lot of detail? I kind of want to write more about my rogue and put some pictures up on our party slack, but I don't think anyone would rly care.
And we've kind of talked about it but nothing rly changes and by we I really just mean me and one other guy and no one else really has an opinion.
I enjoy the game but idk I guess all but 10% of my character building is kind of just for me.
It means you are autistic. When I play, I am usually a high elf wizard and I describe myself as tall, blonde and smug. That's it. Anything else is autistic. It's just a dumb game.
It's pretty much up to you. You probably want perception, and then you want either athletics or acrobatics, but you only need one of the two, and past those two the other four can be whatever you want.
Arcana would probably be good, but otherwise just pick stuff your party doesn't have.
But ultimately just pick stuff your character would know.
I'll just assume this is some tough truth. I don't mean I have a whole book written but like idk. I could probably write a few paragraphs or whatever of description. I guess it will all be revealed in time, or at least whatever parts become pertinent, as long as I remain faithfully in character.
Yes and no. I usually write abit of a backstory, jot down some goals, and some personality traits, then if possibly find some art that I think resembles their look, weapons, and home.
Then I tell my group I am a tall knight, with blonde hair and brown eyes. I carry a longsword and wear chainmail.
If they or the story asks for more I have it, and if it doesn't I still have it. -
If it bothers you just make up less story, or find a way to bring that information into your game.
Yes. I've learned to stop writing anything more than a paragraphs worth of backstory because no one will give a shit about even that much.
Of course when I finally get around to running a game I'll have 50+ detailed npcs to pick out of a hat whenever the party encounters someone above a commoner
+2 Str +1 Wis Move 50ft, cannot climb without magic, prof Athletics, proficiency pikes, lances, spears, can move through a Medium or smaller creatures space and attempt to knock them prone with a bonus action DC 8 + Prof + Str mod
Yeah it's my first group in a while and I think I just overthought things for my guy. I'm kind of obsessive.
Oh well, like you said, if it comes up at least I'll have it.
If we ever finish this campaign someone will have to run return to ravenloft and it might end up being me.
Is war cleric with a bow (v. human with sharpshooter and pumping dex) viable or should I just pick an actual domain and spam sacred flame if I want to play a cleric?
It's either 1 level for what you said, 2 for cunning action which you don't really need, or 3+ for swashbuckler so you can be an even better behind the frontline guy taking out casters and stuff.
War cleric is good with crossbows because their ability let's them get past the loading property and fire two shots on their turn. But bows okay too.
Just remember as a cleric you'll always be a caster first and a warrior second.
If you can stand it I would just keep going. You basically want/need your ki to keep up, and the first few levels of rogue doesn't really give you anything you can't already do except help your skills a bit.
Stats are pretty much more important than feats for monks, but if you really want to take a feat mobility is popular, or I would take something like alert or observant. But really just maxing dex and then wisdom is best.
Daz/poser and a lot of pirated content, don't really recommend it to be honest, probably just better off with skyrim mods or some shit
I've decided to go back to school to learn how to 3D model my own shit
So my party is potentially doing a mega-dungeon soon, we are level 4 and 5, all will probably be 5 by the time we're there, hopefully level 6 for the 3/2 distribution characters so they can get ASI.
Bear Totem Barbarian
Tempest Cleric 2 / Bronze Dragonborn Sorcerer 3
Ranger 3 / Bard 2 with Panther animal companion (acts on bonus action)
What are good spells or items to pick up? I thought Leomund's Tiny Hut or something would be nice but I see Sorcerers don't really get anything like that. How do we rest?
It will make the Beast Master possibly NOT the shittiest subclass in the game. (Instead Hunter drops down there! Hah!) Not at all game breaking as long as you stick to 1/8th CR and the other stuff. It is cooler if it is an extension of the character.
i ask because I been interpreting the barbarian rage quote "gets advantage on strength checks" meaning athletics as well. I read up on ability checks and it seems to point that athletics is indeed a type of strength "check".
It is a possible strength check, but ability checks and skills are more ambiguous than that. If it's an Athletics (Strength) check to lift something, yes. If it's an Athletics (Constitution) check to hold onto a ledge until someone can pull them up? No.
It's actually Strength (Athletics). All ability checks are based on the ability in question (thus, ability checks instead of skill checks) and the skill referenced after allows characters to apply proficiency bonus if applicable.
Since you brought up necromancy, quick question. Can you cast Animate Dead to reassert control over your minions before the time runs out? I feel like it would make the bookkeeping a lot easier if you just refresh everyone at dawn every day or something like that, whether they had time remaining or not.
Nah I used to have to wear a uniform in my old career path. Heat, blood, mud, whatever the fuck, I was wearing long pants and long sleeves under threat of reprimand (which I received multiple times). When I got out of that I wore cargo shorts because I fucking could, and because they were mad comfy. I still do now, during the Winter. It's a bad habit i'll have to break someday, but not just yet.
I get the 'battle gear' mindset, but 'old habits die hard' and all that shit.
Not gonna lie, that was probably one of the dumber questions I've asked on this board. Less dumb question, does the duration get set to 24 hours or does it increase by 24 hours? The wording makes me think it's done in blocks of 24 hours, so refreshing it just brings it back up to 24.
>To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends.
It sounds like it adds 24 more hours on top of the previous 24 for a total of 48.
I'm pretty sure that we've established this in threads before, but if you teleport with Misty Step, Shadow Monk 6, or similar while grappling something, it cannot move with you as you are teleporting and not moving, correct?
If it only says you teleport, it's only you that teleports (and, one would supposed, your carried equipment).
This seems fair. However, since the term "teleport" is never defined in terms of movement and most effects that mention it never mention equipment, I imagine that any teleporting is done leaving worn or carried items behind. Not a big problem for shadow monks, unless they needed a dagger for that rogue multiclass sneak attack.
Image Search says half-orc.
>your clothes are left behind
>your magic shortsword is left behind
>the bag of holding with the party's healing potions are left behind
>the macguffin is left behind
>enemy casts bonfire on the pile of items
Outside of the Forgotten Realms, teleporting in D&D is assumed to take your carried equipment.
In the Forgotten Realms, there are specific mentions about the fact that paranoid mages set their teleport circles and portals to bar people from taking clothes/weapons through.
Sometimes not for paranoid reasons as well, as there is a tale of a rather powerful magestress who enjoys her personal harem of sexy men where the only way in and out of the harem is a portal that removes ones clothes when passing through.
Funny enough, back then it was just a silly quirk. The reason that came up at all was because adventurers wanted to rush to see said magestress despite her apprentice saying that she was "predisposed." and the adventurers barging through the portal anyway.
Where as you can imagine, if it's not presented as "Look at their sweaty bodies." and more like "You barge into a scene of the mage getting a massage from one of the many male servants she has in her private harem, oh by the way you're now naked." it's a bit of wacky slapstick where you have the player characters likely embarrassed about the situation.
That said, times have changed since then, where even presenting it in a humorous way doesn't always fly.
I thought they confirmed they were going back to Ravenloft now?
How do you DMs handle games like Dark Sun and Eberron for 5e? Those settings are by far the most interesting for me but they seem to have very distinct setting assumptions that might require some tinkering on the GMs part.
I know there's an UA article for Eberron but that's very bare bones.
Higher starting ability scores, everyone starts with one of those initiate feats to get a spell that we call a psionic power.
Look at the Sandstorm book from 3.5e for inspiration on random hazards, make enemies in general do more damage but have less HP.
Turn it into a game of rocket tag.
Never cared for the setting.
How much work do you put into your minis if you use them?
I really enjoy model painting but I don't really have the time to paint many of them. I was thinking of painting all the "who gives a crap" models (the bandits, the zombies, etc) as one solid color and then going over with a wash. What color would be good for that? I was thinking like a bone or linen white with a sepia wash. It would kind of give it a marble statue old timey look.
Not that anon, in fact this anon >>44952736 but I personally got fed up with almost everything being put in terms of FR in the PHB and DMG.
>Humans sure do have a lot of variability eh, you might want to work that in somewhere
>By the way here's an extensive list of all the human ethnicities in Forgotten Realms and nowhere else
>Gnomes huh, wanna hear what thy're like in FR?
>Political Factions are awesome right? Here's all the ones in FR
Yeah, the PHB and DMG focus on the Realms was a mistake, and you could tell it came from back when they originally were saying the entirety of 5e would be Realms based.
I'm guessing somewhere into production they realized that FR fans would boycott another edition if they did that considering "core" FR has a distinct lack of tieflings, dragonborn, warlocks, and other things.
I'm curious if there are any metrics on numbers of players for each setting.
Though, maybe even that's not fair, since people will play what's available, and they've made FR the most available. Sort of like a self-fulfilling prophecy.
I did like that they included a lot of deities for multiple settings. I hated the vanilla, never featured in any other setting, gods they put in the 4e PHB.
>The clothes are covered in gunpowder
>The shortsword was actually a stick of dynamite in foil
>The healing potions were made with nitroglycerin
>The macguffin is a bomb
>The dog is a bomb too
>Team Rocket's blasting off again
Has anyone come across (or created) a modular spellcasting system for 5e by any chance? I was looking through the DM's Guild and couldn't find anything. By modular I mean along the lines of the words of power system from Pathfinder.
I think Words of Power is technically under the OGL, so you could convert it to 5e but... damn, why? That system is so damn complicated, especially since you'd have to recreate as many spell effects from core as you can as effects of words, and it would likely be a balance nightmare.
I was thinking of going in a less clunky direction with it and not including all the effects from core. Basically making it a sub-archetype of all casters that trade specific useful effects for more flexible but generalized effects.
i.e. you lose things like Create Food and Water but you can make 5 different fire spells from a couple words that amount to "you do XdY fire damage in Z shape"
But yes, I agree it would be a bitch to balance and would require a lot of playtesting.
>I'm new and retarded, what the hell is MK
My drunk way of abbreviating multiclassing.
>I think the real warlock issue is that they get so little at higher levels. Slim access to (not scaling, no potential to swap, small list of) higher level spells, they can't scale their lower level spells past 5, and ability wise they get some cool stuff but it's kind of slim picking.
True on all counts. To be honest I think it would be kind of interesting mechanics-wise and from a fluff perspective if the high-level 'lock began working a bit more like the Truenamer was intended to.
You've made the pact, your patron teaches you, and slowly you begin to GET magic on the level you can fuck with reality outside the close confines of separate spells, even if the method is slower.
>but they did a terrible job of it
5E in general seems to have a theme of "some progress but too little".
There seems to be a lot of interest in D&D now, and i'm not sure why. The two "new player" tables at my local shop were full tonight.
I think it's pretty cool.
Yea, we sometimes head down to the Game HQ to play on promotional nights, our entire group. Lots of new people. We don't welcome them at our table, of course. If we have to, if they make us, we ridicule their lack of rules knowledge and make them play the monk or ranger. Haha you should see their faces, they actually do it, the absolute madmen.
So I'm not sure about the semantics of this. Does Divine Smite count as a spell or spell effect/damage? Since it doesn't explicitly say it is a spell or spell effect my instinct is no, it doesn't, but smite spells are basically the same thing and they are definitely spells, and smite itself requires spell slots to use (which implies that it is a magical spell effect).
Basically, if you have an antimagic field going in some AoE, should a Paladin be able to smite within that AoE or not?
Come on dude, that's not true. Sure at character creation you've got free reign to be a trope, but surely by 9th-12th level you'll have picked up and held onto at least one well described unique item, or something of sentimental value? accrued some scars, taken tokens of appreciation from people you've saved, trophies from beasts you've slain?
I'd just make sure that you describe yourself in more detail, "I stand tall, making sure the light strikes off the many plates of my armor" or "I adjust the hem of my padded slippers, before making my way into the shadows of the room".
As long as you can interact with your aesthetic, people will have a much better idea of your character, and will probably follow your example. Hell, one of the best lines I ever uttered was "I adjust my curtain so that the light from the setting sun shines through it, into the nobles face... "See this cape?" I say "This cape used to be your bedroom curtain. Yes, the pink floral one. But then you tried to have me killed in my sleep, and I dyed it red with the blood of your guards. But recently, It's been getting washed out. I think I'll re-dye it with yours."
If you weren't feral I'd recommend enchanter. Not that enchantment is that great, but it's probably interesting (and possibly creepy) to rp. You'd want devil's tongue for that one.
Outside of that you'd be good at any of them. How about bladesinger? Goes well with dex.
Divination sounds very interesting. A tiefling enlightened by the cosmos and the divine order of magic. I could roll that.
I thought evocation at first too but I wanted to see if any better options were available.
In my group the DM restricts bladesinger to elves only.
Hmm I wonder if one could play out starting as a kind of wizard then changing focus further down the road. A wizard discovering elvish bladesinging secrets and picking it up sounds fun.
Rookie DM with a rookie group here-how does your group handle traveling?
My players were traveling approximately one day's journey along a frequently traveled road to the next town over. After a sentence of narration from me about their trip, they fought off a bandit ambush, but otherwise happily hiked the day's walk in a real-life instant.
This was unsatisfying to me, but I also don't really know how to fill that dissatisfaction considering how boring the activity is.
So what I've been thinking about doing is creating a tier-system of traveling depending on the circumstances.
>paying for transportation (eg, wagon) along a well known road for one day's journey or less
D20- on a 2+, they arrive at their destination without incident, and only a sentence or two about the trip.
On a 1, 2d4 hours into the trip the wagon/etc is attacked by gribblies and they must fight. And then, of course, walk the rest of the way there.
>walking (or riding horses) along a well known road for one day or less
Similar to above, but attacks more likely (maybe 1 on a d4 or something).
And so on and so forth, changing according to the length of the trip and the familiarity / safety of the path.
But, when the party is NOT taking a well known path, and is just hiking through the wilderness, that's when I change things.
Game progresses hour by hour, with an "event" every hour. That "event" includes:
>Always: some sort of "do we get lost or can we tell which way to go" check, unless there's a reason it should be obvious
>Always: a decision on what to do for the next hour (hike, forage/hunt, scout the area, make camp, etc)
>Always: an update to the status of food/drink- how much you got, are you using any now, when was your last meal, etc, using a modification of the exhaustion rules
>Sometimes: a "random encounter", like enemies or a trader or some ruins or whatever
New DM running Rise of Tiamat for a group of new-ish players. Any advice on making the council sessions (where players get most of the quest hooks) anything more than the complete mess they are in the book?
Hut seems ideal but we don't have anyone that could get it, same with Rope Trick and Mordenkainen's Faithful Hound, I don't think our DM will let us have short rests and especially not long rests just anywhere in there. Not sure what else would be good, are there any guard/rest spells for sorcerer?
I play a BM in a different campaign with the same DM, there I use specific rules but the guy playing it here isn't as interested in the mechanics so the DM just said he could act on bonus action. His goat killed 4 people during a war so it hasn't been too bad, though he has Bardic Inspiration and two-weapon fighting to use bonus action for as well so it's a bit annoying when he has to choose each round.
The hut and rope spell are specifically designed as "fuck you DM we're resting" spells. It's bizarre how they design so many spells subject to DM approval then write those two as if to antagonize an anti-rest DM.
Rolling every hour for pathfinding seems like a good way to break a neck descending down a set of stairs, if you catch my drift. How many time will they be hopelessly lost when taking a one day trip in the wilderness? Make it once a day with degrees of success and modifiers for terrain difficulty/weather/travel pace
I sure wouldn't complain. It's definitely an upgrade.all over the board, but the feature Warlocks get to recover their spell slots in 1 minute is useless if it takes 4 more minutes to do it the normal way
When i want to make trips longer, I get a deck of cards or a relatively simple board game and I say a bored traveller challengers them in the way. That way times passes. the illusion of long travel is maintained and PC might earn or lose some gold.
Having 1 encounter in a day is a meaningless time sink, because the PC's (At full hit points, and with all their spells available, which they'll get back once they rest in town.) will destroy it without any challenge. By adding the battle, the whole session becomes more boring. You'd be better off just summarizing the trip, unless you want to make travelling some that has as much of an impact on the group as exploring a dungeon.
You could also have a non-combat encounter. These are good ways to feed setting information or just put up window dressing. Meet strange travelling merchants, come across burnt down caravans (Which reveal what type of enemies are in the area.) etc. You can even 'insert' an encounter into these situations, but unless it's actually Deadly, don't bother having the PC's roll. Just say there was an encounter with some bandits, which they dispatched easily enough.
As far as Pathfinding goes, look into Hexcrawls, which have a ton of advice on how to handle that.
I've never been to these threads because I only ever play board/card/miniatures games.
I'm DMing with the 5th edition Starter Set having no roleplaying experience. All I've done is read the free Rulebook and DM guide a couple times and bookmarked important pages. The group I'm DMing for also has zero roleplaying experience.
Mainly just looking for somthing fun and new to do at our get togethers, pretty chill group. We are making our own characters instead of using the pre-made ones, but still keeping the races/classes to the basic ones they start you with.
Any first time tips? My big worry is lack of any visual aids. Hope it doesn't kill the experience.
Biggest tip is that, unlike a board game, the rules in an RPG are really just a framework of suggestions and guidelines, and as the DM you should feel free to change whatever you need to.
If a player asks you how to handle something and you don't know, don't spend 15 minutes trying to find the answer in the book. Make up a ruling on the spot, and either look it up after the game or (what I do.) Have a player that's not critical to the action look it up.
I look up rules while my players are planning how to approach a situation, since I know they won't need my full attention for a little bit.
Get together with the spellcasters before the game and make sure you guys know how spellcasting and preparation work. Spellcasting can often be a stumbling block for new players, and you don't want that to come out as a problem halfway through the session.
Since you have the DM Guide at hand, read the 'How to DM' section, which actually pretty well written. Only have players roll when failure has appropriate dramatic consequences, and not just whenever they attempt an action. If they're breaking down a wall, and they have all day to do it, there's no point in having them roll 30 times. You just tell them 'after a few hours, you get the wall down.'
Just specified Undertale since some people say it was a great year just for that. Even those that hated that should admit it was a great year still, Duck Game being a prime example.
Well, drawing on Undertale has upsides and down. It's a great game, but it's fandom is probably one of the more toxic I've ever seen following a game. Well, maybe except for Pathfaggots.
The game Earthbound was a certainly unique experience at the time.
The combat system was kind of balls if you didn't like the thought of excel-sheet combat that was popular in RPGs at the time, combined with a nature of kids going "Wait wait wait!" and interrupting fatal attacks to be less fatal through the use of items.
But what made it unique was the fact that from the very beginning of the game, to the end of the game, it fucked with your expectations of what you see in an RPG.
This was done through some character writing, a very peculiar story which was like someone told a bunch of kids to write a lovecraftian horror and they were good at it, and the fact that it breaks the fourth wall a few times, though almost every time it does so, it does so to unsettle you.
Undertale takes that idea, but instead of you playing against the lovecraftian horrors, you are the potential lovecraftian horror.
In addition, they focused more on individual characters to give them arcs for people to cling onto and feel for emotionally.
In short, it's not a game for everyone, though a few years from now some critics will insist that everyone should have played it at least once to understand the game and the concepts it uses, even if the critic themselves doesn't like the game.
The only thing that Undertale does that's impressive in any way is that it uses a lot of complicated, usually non-mainstream ideas and manages to make them easy enough to understand for anyone to pick up and play without actually watering down these ideas.
Ideas like meta-narrative and time-travel plots and a creative use of implied violence instead of overt violence to hammer home the point.
Lots of it's main audience has never been exposed to these themes, and even though other games/books/movies/media have used it better. Lisa, for example, used bad-or-worse decision-making and implied violence much more interestingly, but did so in a way that wasn't as interesting or fun, so the mainstream missed that game.
It's all in the presentation, and Presentation is one thing that Undertale fucking aced.
Waaaaay too frequent on random encounters and at the same time too infrequent. Being bogged down too much by seemingly insignificant encounters will bore the players who probably want to get to the meat of the campaign, and the chance of everyone getting lost each hour is way too much.
Whenever there's going to be any significant amount of travel in my game, I make a map (well, I always make a map) and let the Party plot the course. I determine the party's travel pace along the way based on the terrain and transport style. They can stick to the road or take some shortcuts or go in a straight line over treacherous terrain.
If they run close enough to the points of interest, then they may stumble upon them. Monsters will dwell off-road, bandits, other travelers and structures will be along the road, caves and secluded structures/hideouts will be just off the beaten path.
Rather than 1d6 chance of 1d20 thing materializing in front of the party, I set down things and the party's path determines what they run into. If they don't run into anything, oh well. It takes less preparation to put dots on a map and think up something related to the campaign than it is making and referring to a generic events table.
Like this. The party starts at the light purple circle up top are heading to the big purple circle at the bottom.
If the party takes the shore-side path south out of the city, they'll miss the bandits at the inland bridge.
Along the road, they're almost guaranteed to hit the red&white dots - a merchant being harassed by a pack of bears. Help the merchant, merchant helps you.
If they stop by that purple outpost with the white dot in it, they may get some info about a thing in the mountains and take a detour. It'll take longer and be more treacherous, but may be beneficial to their campaign.
Travel is often uneventful. "The Journey" doesn't need to take place at every step, the journey is the highlights of the adventure.
No, most reviews would just be "I like this". Even with curating and voting etc. without a lot of reviews it would still be not so good. Look at Steam, there are hundreds of reviews on the popular products and shit ones still make it to the top because they're "funny". That's a bit different, sure, but long answers that do a lot of constructive criticism and makes suggestions for changes will be read by less people and thus not be as likely to be on top.
So. I've been making a homebrew D&D setting (mostly as to not get things wrong with the canon ones...) and I just realized I've replaced Drow with evil communist dwarfs.
I'm not sure how to feel about that.
Trying to pick one more spell for my second level wizard. Been focusing on illusions, defense, and changing up the battlefield. I want him to be more tricky less blasty. So far I have:
Magic Missile (because he wouldn't be a wizard without)
I figure Color Spray might fit, but I'm open to suggestions.
Update on this project of mine. 7/20 adventures done. Not as easy as I'd like to write up descriptions for them.
I do at least have single-sentence descriptions of where I want each one to go now, though. For your reading pleasure:
>Aboard the Scarlet Tide
High seas adventure with pirates and a mysterious island.
>Beneath the Wicked Sands
Fighting against and escaping a wicked cult beneath the desert.
>Blood of the Innocent
Helping the city guard solve a string of murders by someone with dark intentions
>Child of the Stockade
Helping defend a fortress against orc attack while dealing with a crazy retired adventurer
Tsundere dragon stuck in human form asks for your help
>Dream of Rule
Prince and the Pauper with fiends
>Heirs of Fire
Balls to the wall AD&D-style adventure involving a spelljammer
>Hunter, Moon, and King
A cult of lycanthropes tries to take over the entire kingdom
>King of the Caravan
A long caravan joruney during which a whole lot of stuff happened
>Knight of the Labyrinth
Trapped in a labyrinth being hunted by a ghostly knight
>Grove of the Living Dead
Trapped in a forest under attack by zombies. You're being helped by a drad. OR ARE YOU?!
>Mage of the Hidden Sea
Another balls to the wall AD&D style adventure, this time involving Elemental Water
The Queen song. Try and mix in March of the Black Queen and Fairy-Feller's Master Stroke.
>Save the Princess
Starts as a typical "save the princess" shtick. Turns out the princess was behint it the whole time.
>Secret of the Circus
A third balls to the wall AD&D style adventure. Something about Ravenloft, maybe?
>Slaves of the Pit
Conan's gladiator years, basically.
>Waste from Within
A sickness is spreading throughout the land; you have to go and find the cure.
>Through the Garden
A fourth balls to the wall AD&D style adventure involving the intrigue between Seelie and Unseelie fey.
>Warrior of Gold
You agree to a duel with a knight who can't be killed. Basically the Green Knight, only gold.
>Within the Hungering Time
Something Doctor Who feeling, I think. Hell, imply that the Doctor himself actually shows up. Involve Rust Monsters.
Hadn't noticed a problem on that end, but then I didn't read it too slowly.
The thing I currently still have concerns about is font of life, and bounty hunter may be awkward in it's reliance on a spell.
My players came across a wizard in their tower asking them for help to slay a few creatures she accidentally let loose. The one explicit thing she said was not to touch anything. The rouge being the rouge decided to loot a chest behind her back and took a ring. Is it a dick move to make it a +3 ring to hit and dmg while when a hit is landed it cuts the finger its on?
You could find some way around that. Put it on a chain, or wear an adamantine glove on that finger or something. He could wear a prosthetic finger even. It's fantasy man, get creative.
>At least figure out a way to not permanently remove one of your rogues fingers.
It's D&D. Regeneration exists as a spell easily delectable by players. Nothing can permanently harm PCs short of stat penalties.
What's the consensus on the new Ravenloft module, lads? Always had a soft spot for reading about Ravenloft but never had a chance to run it - would this be a good opportunity to get in on it?
If you are going to remove a finger, don't give him any mechanical penalties. Like, yeah he loses the finger at the knuckle and he'll stand out and stuff but if you apply penalties to attacking and stuff it'll potentially feel overly vindictive. Make it a warning shot.
They'll get there eventually. Even if they don't you can toss out an npc priest capable of it. My point was that finger loss is not permananet and wouldn't even harm the pc mechanically unless the DM wanted it to
12 hours late and you couldn't read even the first half of one sentence. Shouldn't you be complaining in an oots thread?
Divine Smite is not a spell. It's probably magic, but I'm not digging into wording to see if that counts right now.
I should have specified, what's it shaping up to be like? I have no experience with any of the other published 5E adventures. Is it a consistent track record of sawed off shotgun shitblasts?
New player with a couple of questions. First off, skill scores are just the relevant stat's modifier, UNLESS you're proficient, in which case you also add the proficiency bonus?
Also, a spellcaster's Spell Attack Bonus affects their hit rolls, am I understanding that correctly?
I'd look at it like a Willy Wonka thing. You took something that was neither a finished product nor meant to be touched, so you're going to have to deal with consequences. Not sure if wizardanon had the same though process.
I set up the ethereal plane as the domain of spirits, and the astral as the domain of gods. Ethereal overlaps material and spirits can fuck with people freely. Astral is a wholly separate reality and those beings must be summoned into the material world.
That's a problem that D&D creates that it also solves. I'm talking the planes on their own.
The Astral Plane traditionally is like a place of the dead on their way to other realms. It's also the place of dreams, and composed of "force-matter" that's a lot like Limbo as well.
The Ethereal Plane traditionally is similar to the Astral but is also like another material realm/state about liquid, solid, and gas.
Yeah so the way it worked was that the wizard would happily give them payment of items and such after they finished the job, they knew this before the rogue decided to take the ring. When the wizard came out with the payment she said a few mumbled words that loosely translate to "remove" over a wooden chest. She also told them that the tower belonged to her father who set up a few traps in order to protect her, her guards stood watch on the first floor in order to stop any intruders (which they defeated). They avoided opening any other chests (which were mimics) and finished everything. They know there's something up with the ring but the wizard in the party thinks it might be sentient. He immediately took the ring and put it on when the wizard told him it was magical. I'll probably continue with it being cursed and cutting his finger but not hinder him mechanically, besides only having 9(+10 toes) uses left on the ring unless he figures out a loop hole. The ring isn't stuck and can be easily removed.
>Move to a new city across the country
>Nearby university has a seemingly large gaming group
>Can't get in, not a student
>Literally all games in a 30 mile radius are there
Feels bad, man
"Hey mah! I decided to go back to school!"
1. No you.
2. I just loved that there was an anti-undead non-evil deity of the Death domain that wasn't "good" in fact she remained kind of sinister.
3. Stop talking shit about my waifu.
4. Just kidding about #3, Ioun is my 4e waifu
If a player summons creatures using a spell, and then attacks the creatures, are the creatures able to defy orders and defend themselves/run away? The other night when this came up I ruled that the summoned creatures (mephits) weren't mindless nor magically bound not to protect themselves and they started to run away, but this decision proved very unpopular with my group.
My colored brethren. Praise be to the power of skill
When you compare her to Wee Jas or Kelemvor, she just ends up looking like a teenager's embarrassing attempt at inserting her mary sue into the campaign.
A fat, emo, goth teenager who decided that she wanted to play a goddess in her boyfriend's campaign while the rest of the group has to sit around and listen to her explain how they have to all destroy undead for her because all undead are super icky (except for her special undead that she makes because they're like the ones from the novels she's writing that she hopes will wind up in the Paranormal Teen Romance section of Barnes and Noble).
I like your communist dwarves, but I REALLY like your reasoning for not using published settings. I always DM in homebrew worlds, but my first time playing 5e, the DM used Eberron. She wanted it to be default, canon Eberron, but I had to keep correcting her about things in the setting... Now we are changing up characters, but the new DM is putting us in the FR for the sake of just running modules.
All the 4e gods were old gods with a slightly new paint job. It was odd that they didn't just call Wee Jas Wee Jas when they did that with everyone else. Maybe they though people would think the name was weird? Maybe they had copyright problems? I dunno.
PC revenants were specifically made by her to serve her purposes, or commissioned by other gods to serve theirs. They had weird bird hands as a signature that they were her handiwork.
I kinda liked the idea...