What's your favorite not-period-appropriate thing to include in your faux medieval fantasy tabletop games? I like to point out to my players that their cellphones have no coverage when they're looking to roll for lore.
Obligatory 5eg copypasta follows:
>Official /5eg/ Mega Trove, contains all official 5e stuff:
>Pastebin with homebrew list, resources and so on:
>OGL and SRD for 5e
>February Unearthed Arcana is Psionics
I like to do medieval fantasy with fashions being almost turn of the century in places.
The capital of one of my kingdoms is sort of like an idealized 19th century Paris with bohemian cafes, fancy boutiques, and elegant and decadent dance parties, all while knights and wizards go to war outside.
I have a 10x10 hexcrawl flashed (almost)out and planning to run it next week.
What to do when players are on the edge of the map and want to continue off the map? Do I just say you can't go there or do I invent an obstacle they cant cross?
How do you guys have dealt with this?
I was just thinking that maybe they get so lost that they wander off the map. Or some quest is close to the map I have made and they start to wander off into the wrong direction. Maybe it's not such a big problem after all and I'm overthinking?
If you make sure there are enough interesting/threatening things between the players and the edge of your map, hopefully you'll have time to expand your map out in the direction they're pushing. If they skip past all your stuff, just be frank with them. "Guys, I've only got three more hexes planned out in that direction. Should we wrap up the session so I can do more prep work?"
I actually want them to get lost, so it would incorporate aspects of inventory management (rations, arrows, etc).
The concept is actually similar to what the guys on RollPlay are playing, based on the West Marches.
My campaign's largely homebrew. If you mean character creation options (special snowflake races / classes / spells), no. There are already plenty of moving parts in the core books, so far as I'm concerned.
To not allow homebrew stuff is just kinda boring. You're really limiting yourself if you stick to the main books, currently.
You just have to familiarize yourself with what the official classes can do, and look over any homebrew before you allow it. It's really not hard.
You need to remember that that's all the actual creators did, and they didn't do it perfectly. Worst case, also make it known that if something proves to be really over or underpowered, you'll work with the player to change it into something that is balanced.
I generally only allow my own home brew stuff as I have a very strong idea of what I want my game to be like and work very hard to make things fit together.
When someone asks if they can use home brew I tell them no out if hand, but ask them to then tell me what the wanted to use; 9/10 times I keep my answer as no. The most common thing I let through is well reasoned, non game-breaking rule fixes (though those usually come from me anyways).
That being said, I don't count minor things like adding/modifying weapons/armour in believable and non gamey ways.
Feels good, man. That setting is a bit of a car crash of 50 billion separate ideas over the course of 3 months of travelling.
Dinosaur knights, Kung fu greek lizards, flying jellyfish cities, seahorsedrawn water carriages. Its a bit bizarre.
Certainly, but probably only at the moment it deals damage, so you could surprise someone with it. If it fails to do the job, it's not like you can attempt to shank someone without giving away your position anyway.
>Use ranged attacks from range.
>to avoid fucking up the party
>It's a 30 ft sphere
I have to be at least 20 ft away from the rest of the party to avoid catching them in the spell. Most battle areas aren't really big, especially in stereotypical crypts/dungeons.
And then if I don't have repelling blast melee enemies are gonna try get into the sphere, leaving me the only one that can deal with them.
Have you actually played a character with darkness before?
Party decides to sneak. All roll stealth.
Four beat passive perception, one doesn't.
The enemy isn't surprised, but the hidden characters have advantage? The enemy is surprised by the hidden characters?
there's actually something very specific for this, can't remember which book.
it's for rolling skill checks as a group
if 2/3rds (or just "over 1/2" forget) of the group succeed at a roll as a group, they all pass. if 2/3rds fail, they fail entirely.
Nobody is surprised as everyone involved in the combat is alerted to danger by the butterfingers who failed his Stealth check. However, depending on the situation, the hidden characters probably do remain hidden and will have advantage on their first attack. You can be hidden even from an enemy who is not surprised. If the party is all hiding together in such a way that anyone who sees one of them will see them all, I'd rule that nobody is hidden, but if they're spaced reasonably well apart and have separate things to hide behind, it makes sense that some of them would remain hidden.
So, to take an attack with advantage, they'd have to use a ranged attack, right?
Because it would obviously see them if they came running at it (assuming they're all in roughly the same direftion)
That makes sense for certain skills, but not for Stealth. If you've got a clunky fighter in plate armor and a Dex of 8, having a bunch of rogues and invisible wizards near him will not make him harder to see or hear. And no, the rogues cannot advise him how to be stealthier. Stealth is based on Dex, not Int. It's all about practice and muscle memory. You can't gain proficiency in it on the spot just from having someone whisper advice in your ear. And even if you could, he'd still have shitty Dex and plate armor you can hear from a mile away, despite his sudden proficiency in Stealth.
It's officially up to the DM.
>In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the Dungeon Master might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack before you are seen.
Question - what goes into a good module? Does anybody have examples of good modules?
I looked at the DM's Guild, but they don't have guidelines. I write a lot for my campaign, so I figured, what the fuck, might as well make a few bucks off it.
On a similar note, who would be interested in Dragonlance as a campaign setting/a couple of adventure paths/modules?
>Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
RAW, you can move around with a creature you're grappling and let go of him to shove him, regardless of whether you're flying or not. However, if someone were getting too abusive with that, I would break out the encumbrance rules. If the opponent and everything he's carrying is more than 15 times your Strength score, your speed drops to 5 feet, possibly making you fall if you lack the ability to hover.
Include either complete stat blocks for all the monsters or at least cite which page of the Monster Manual each one is on wherever they're mentioned in the adventure. A table of XP rewards at the end also saves the DM a lot of math, and maps are good.
And what kind of Dragonlance would you do? Dragonlance is kind of like L5R in the sense that it's been through so many half-baked catastrophic changes that most players don't let it all into their headcanon. A Dragonlance adventure set in Krynn's "present" would be nigh-unrecognizable to most people who know about Dragonlance.
The way grappling and forced movement work, you could just grapple the one person and pull him with you, which would pull the third person with him. The DM should probably penalize your movement more than normal if you're making a habit of this.
Thunderwave, Cone of Cold, and Shatter are commonly used by arcane casters even without the theme, and Lightning Bolt is not that much worse than Fireball, depending on how much the DM lets you play fast and loose with the rules for reflecting bolts off of walls and doing sweet bank shots. Ray of Frost is not the best cantrip, but Frostbite is not a bad alternative - sort of a sorcerer's version of Vicious Mockery.
Time to share characters! My warlock just hit level three and has been having loads of fun with Armor of Agathys, Arms of Hadar, and Crown of Madness. Do other spell casting classes get the eldritch vibe spells that a warlock does? Because they are awesome.
Also, I'm going for an ranged dps/battlefield control build. Any recommendation for that build with a warlock?
>Does anybody have examples of good modules?
I ran http://www.dmsguild.com/product/172044/Palace-of-the-Crowned-Skull on roll20 and it worked out pretty well. A lot of stuff that the PCs are likely to miss entirely, but maybe that's a good thing.
Warlocks are pretty simple as far as casters go. Mostly they just spam Eldritch Blast. As a fiendlock you also get a few good area spells, and that's pretty much it. Don't worry about "builds." Just get your Cha up to 20 as fast as you can and worry about ways to develop your actual character, not his numbers.
Only one or two levels of warlock, and only after you get five levels of paladin. Use the extra spell slots to fuel Divine Smites and occasionally Eldritch Blast people when you can't close distance in one round. Considering the lifespan of the average monster, it's actually not worth it to Hex monsters most of the time rather than smite them.
Yeah, to be honest that is definitely the feeling I'm getting.
At the same time, I don't want to go back to just rehashing the same thing over and over again.
Part of the campaign I'm doing right now involves two things: a) the players reclaiming Dargaard Keep, and b) a conspiracy of primal sorcerers and mystics, as well as the remnants of the Knights of Neraka who want the Gods OUT. Or at least from interfering.
So, since I already have campaign notes, I can just do that.
In the light domain you get warding flare which give disadvantage to an attacking foe within 30 ft. You can use it up to 3 times between long rests, should I save these for the big bads or just spam them without a care since I should probably be doing more useful stuff in big fights?
If you can still use it only on attacks against yourself, use them on anything meaner than a kobold. You're not likely to get hit more than three times in an adventure if you're staying in the back and shooting sacred laser beams. If you're high enough level that you can use them on your friends, wait until something big and mean is swinging at a friend with low HP.
that still doesn't solve the
>Not fucking up the party
bit in the slightest.
>"I cast darkness on X's Arrow"
>It hits the enemy or behind them
>enemy is now in darkness
>party STILL can't see the enemy
>I'm the only one with magical darkvision since warlock
Besides, the main problem with darkness at all is that its a 30 ft diameter sphere.
That's 4 squares of darkness, most rooms aren't big enough to fit my darkness 40ft,
& the enemy/party outside that.
It was last thread but the quote chain stats with someone going onto a different dude about messing up the party if he cast's darkness, and then another anon going
>playing a warlock
>doesn't know how to magical darkvision/darkness cheese
I'm trying to see what the fuck he means, because there's no way to do it without making you the only fully functional character.
>since I should probably be doing more useful stuff in big fights?
With your reaction? Like what? Cleric weapon attacks are shit, especially when your domain doesn't give you Divine Strike, as is the case for the Light domain. Nothing is stopping you from using your reaction to use Warding Flare, your action to shoot fireballs, and your bonus action to get people up with Healing Word, all in the same round.
Could you guys clear something up for me.
How does the learning of new spells work for wizards exactly? The book says "On your adventures, you might find other spells that you can add to your spellbook". What does this mean exactly? Spell scrolls?
>tfw your party converted to fantasy mormonism, after meeting fantasy mormon missionaries that you put in as a joke, after missionaries interrupted our last session
>they've literally changed their plan to converting the BBEG to mormonism
>completely derailed my entire campaign, to go door-to-door asking people to change religions
I like ships and sea-trade to be somewhat more advanced than medieval, more 17th/18th century. I tend to start campaigns in coastal towns to give players travel options and stuff.
I also recently had an engineer villain who built a bunch of clockwork traps and robots, that was pretty fun.
So my DM recently got SCAG and he's allowing us to do some respeccing using that book and Elemental Evil. What are some good spells I should get for my EK? Greenflame Blade looks like a must, and Watery Sphere/Storm Sphere look useful too.
Did someone say character sharing?
As a bard, do I know if enemies fail their saving throws against Bane?
Spell scrolls or other wizard's spellbooks.
If a Wizard loses his spellbook he's SOL, right?
Can he make a copy, and if so, how would you DM it? Pay X gold for supplies and take Y time? What are X/Y?
There's a sidebar in the Wizard part of the PHB explaining exactly how losing your spellbook works. It's even in the free basic rules. How did illiterate people get into tabletop games?
>There's a sidebar in the Wizard part of the PHB explaining exactly how losing your spellbook works. It's even in the free basic rules. How did illiterate people get into tabletop games?
Oh, I was looking for it in the spellcasting section and didn't see anything. I'm the DM, not the player, obviously.
Sidebar information is almost universally in unintuitive places.
It's in the wizard part because only wizards use spellbooks. It's not a universal part of spellcasting, or even one shared by multiple classes like spell preparation. It makes sense. Features exclusive to a single class should be included with the writeup of that class.
Going off of this conversation, are there any spells you guys consider totally useless? Just, a complete waste of a prepared spell?
You don't have to prepare them, but True Strike, Blade Ward, and Friends are pretty much completely useless. Chromatic Orb is much worse than it looks because it often misses and does nothing, and it's competing with spells that always hit or do some damage on a miss.
I've also always thought that Foresight shouldn't be anywhere near 9th level. It's easily the dumbest thing you can do with a 9th-level spell slot if you ever get high enough level to cast it.
Hey, plan on playing an expy of pic related in my next game. What would be the best way to stat her out?
What do you guys feel about roll20? On one hand it makes it a lot easier to set up games with randos or people who live far away, but on the other it doesn't have that same "game night" feel and the character sheets are kinda fucked up.
You gotta set your own mood, anon. Make some hot snacks and have soda or (small amounts of) booze on hand. Dim the lights. Light some candles. Put on some appropriate background music.
Poison spray, because everything and it's brother are immune to poison.
Gotta agree with all of the others though
Enthrall, True Strike, Blade Ward, and Friends in particular.
out of any a cantrip being bad is the worst IMO because RAW you can't change cantrips ever.
>What? No, what I'm saying is:
>>Any build (ex: Dragonborn Monk) which relies upon lucky rolls to work is inherently ruined by unlucky rolls
>>If the reason for choosing rolled stats is a higher stat potential, then just use point buy with higher available points and/or the stat limit raised
Ah. I'm just saying don't play a dragonborn monk unless you've already rolled some amazing stats.
It has V component, makes an attack, does thunder damage, and lingers to deal damage again. It is clearly audible, but not exceptionally loud like thunderclap, shatter, or knock. Imagine you had to say backstab when you hit them.
That being said, I did have fun with this spell as a DM. Low level PC got killed, and a powerful patron (totally evil, kinda obvious, but hey) offered to bring him back to life. In exchange for a favor. One resurrection later our human druid had turned into a Tiefling druid.
Nevertheless, if you don't want to fuck with your party, you need to be the only creature in the Darkness. If they can't see in the darkness, you can just walk away from anyone that runs inside. If they can see, you shouldn't be using darkness. Even if you can't get them out, it usually means attacking normally for an ally anyway, though shit like goblins and shadow demons that hide as a bonus action will fuck you over.
If you aren't at least 20' from our allies anyway, you're asking to get fireballed and join the melee.
Personally I like the inclusion of steam powered technology (usually more powered by magic than steam) in my settings. This way I can include certain convenient technology without setting the game in a more futuristic setting.
I think if you drag someone away from a grapple, it generally ends the grapple. It might warrant a different check than the one to grab the target in the first place. Likely one check to grab your friend away from the ogre, but it's against the ogre, not your friend.
By RAW, if you grapple a creature that's being grappled by another and then drag it away from the initial grappler, that grapple ends. Most DMs (myself included) make it an opposed check against the initial grappler though.
Neither one uses concentration. Longstrider is actually decent for providing mobility superiority for the outdoors. Jump lets the target ignore a lot of difficult terrain, but it's still unimpresive.
These suck far more for using concentration and sucking.
Which one should I take if I want to alternate two-handing a LS and or LS in one hand and crossbow in the other?
Gonna try out the blood hunter critical role thing, but the fighting styles all seem rather meh.
I suppose dueling would work if I used a free action to store the Cbow instead of using the versatile deal.
Dunkleosteus. I don't know if this counts, but I get so much mileage putting this guy in my games. I usually put a lot of prehistorical animals in my games, just because, but this guy especially.
You don't know fear until you know "Armored fish with bone teeth" fear.
Why is Warlock a class now but witch isn't? if it's suppose to be the same concept why not call them them witches at least in the fluff? If is meant to be a to different concept where are all the witches then?
How about for utility spells?
Some of them seemed really cool (like Fog Bank or Sleet Storm) but are they just wasted slots? For the most part I'll only have 2 spells of each level, right?
Because if you call the class "witch" some asshole will expect to get a black cat and a flying broom as an archetype feature? Warlock doesn't have the same set of cultural baggage.
not that anon, but if three PCs are trying to sneak and one fails, the NPC will notice only one of them. That one might be able to play it off like he came all by himself while the others continue to sneak around, possibly to their tactical advantage. Provided they weren't all bunched up together, the one that rolled poorly is now a distraction for the two that rolled well.
>friends are playing in a game
>sort of watching them but mostly staying out of it
>sorcerer mentions he has like 8 AC and ~6 HP
>he put all his points into Int/Cha/Wis and dumped Str/Dex/Con
some people man
>Because if you call the class "witch" some asshole will expect to get a black cat and a flying broom as an archetype feature? Warlock doesn't have the same set of cultural baggage.
They really kind of do but
It's useful to keep in mind that our typical fake-medieval mishmash fantasy setting is every bit the Frankenstein's Monster that the L5R/Kara-Tur/Oriental Adventures fake-medieval Asia settings are. Who cares if we're ham-fistedly mixing cultural stereotypes that are hundreds of years removed from each other and not even from the same country to start with? Not your typical TTRPG player, apparently.
Seeing as feats are technically a variant, would any of you be willing to play with a DM who bans feats?
I feel like my current DM is the kind of person who would try that.
-Pretty much overhaul the entire medieval social structure and living conditions with that of the renaissance. Most RP settings that call themselves medieval are actually renaissance, and if yours has adventurers and other people with any money or opportunity that aren't almost always nobility, clergy or outlaws, you should too
-Lost steampunk ruins where working firearms and even more impressive contraptions can be found
-Modern expressions and slang, including "urban" vernacular
-Not really something that has really come up in any session, but I like the idea that my setting has anchornistic, modern sounding 20th century music, just performed with older instruments
If they called them witches, then somebody would ask the same question, with the words "warlock" and "witch" reversed. For whatever reason, they felt "warlock" was the more interesting term.
Anything thats DM only is no-brainer. I customize monsters, magic, magic items, and all sorts of macguffin bullshit all the time.
I have never allowed a homebrew race or class (and since I have my own setting with things worked out in particular race, I doubt I would ever allow a homebrew race), but to be fair my players have never asked for something like that.
If I choose a beastmaster ranger I add my proficiency bonus to its AC, attack and damage rolls, etc. Is this in addition to what bonus it already has in its stat block, or in the case of an attack roll it's base strength or dex plus my proficiency?
I allow almost anything as long as
A. They aren't responsible for making it themselves (if it's a large feature like race or class) since they'res too much bias
B. if they show it to me at -least- a week before the next session
I've got a couple home brew things the group decided as a group, rather than one person bringing it up, as well.
Also if I'm Dming I'll sometimes bring in some homebrew items/monsters, if I can't find something else that works.
Well since my setting is post-apocalyptic science fantasy and more based off of Thundarr the Barbarian or the Heavy Metal movie, I'd wager a damn well lot of things exist in it that aren't in a typical D&D game.
Fuck you Wheaton I thought of Titansgrave first, my anus is clenched 500%
You're playing a solo level 20 character and you have to defeat a Quirky Miniboss Squad of pc-leveled adventurers. What's the highest level squad you could take and how? What character do you play to optimise for this scenario?
Thoughts on this monk subclass? My player just asked me if he could play this, debating whether to allow it or not. The main thing he wants is a drunken fist so if there's another drunken fighting style monk homebrew out there I'll be glad to receive it if it's better.
I don't know of any to be honest, but you could always check the homebrew Dropbox. There's a few scattered about in the compilations.
On a similar note, any good mounted attacker/companion classes? I looked at ranger, but the size limits (and general sucking of the Animal Companion) puts a damper on that.
I'd put it more along the lines of late medieval, but that's probably splitting hairs. The assumed d&d setting is choc-a-bloc with mismatched technology and norms. And fabrications, of course. I'm mostly game for anything but firearms. I've had too many players get way too knowledgeable and particular about those.
Any of you ever played a game with other people on 4chan? I'm joining an /a/ game tomorrow and I don't really know what to expect. The DM has a lot of hours logged on roll20 but the other people in the group seem to be pretty new.
Looks like we have 7 players who showed interest, but only three of us have made comments on the sign up post.
It was made by people in a thread for a show called Grimgar. The show is this season's "normal kids stuck in an RPG" thing. I'd imagine being into that kind of show would make one a little more RPG oriented than the average /a/non.
If you're gonna be switching your weapons up, I'd recommend just taking defence. It's arguably not as good as dueling or GWF, but you'll always get the benefit from it no matter what weapons you're using.
>dragons are totally realistic.
He never actually said it was unrealistic. Or implied. He implied it was dumb, and she was going to get stabbed in the crotch. Really, the "there are dragons" arguement just adds to how people should probably wear armour over the important bits.
How much HP is good for a solo boss for a 1 shot? 4-5 level 4 pcs.
I wanted to spice up the one shot "Brahnwick is Dead" from the zine Vacant Ritual Asembly. I think I made this fight way too hard though. I was going for a kind of crazy Souls vibe though (or perhaps Bloodborne DLC?)
I think I need to not have it have 200 HP, for starters lol. So how much is enough? It has two halves and I don't want them to kill the large half before it gets a chance to push some guys. I guess I should reduce the damage on attacks too.
Does this even look fun? I have no idea. I know it needs a lot of work and is nowhere near fair right now for a level 4 party. But I was going for concept and then figured I could scale it down once I had all the elements in place.
Quick-fix option, just pick a background and motivation that you think is atypical for the class you want to play, and run with that to build your character's personality. Hermit Paladin, Sage Fighter, etc.
What do you guys do if you're GMing a game, and one of the players who hasn't played in forever finally shows up again?
The party was level 2 when he left, but they're like level 5 now. So do I keep his PC at level 2 or bump him up to 5?
Just put him up to 5. The point is to have fun and nobody has fun when they're so weak they'll die in one hit to most things and can barely do any damage. Either just straight up fiat it or make some contrived reason as to why, or just say he's been training while he's been gone.
Because not everyone thinks of witches and warlocks as the same thing? And considering the terms all basically boil down to "someone who uses magic", I have to wonder if you were saying this for previous editions because they had wizards but not witches. The reason they didn't add witch is because with the addition of Warlock that is 3 distinct classes that are poorly armoured and cast arcane spells. They didn't call it Witch because the Warlock class is from previous editions, and was in the PHB in 4th edition.
The person who couldn't play and skips ahead is the one that was really treated.
/r/ing any pdfs or supplements to Murder In Baldur's Gate. Planning on developing a short-ish version of it in RPG Maker VX Ace.
You know what, I'm seeing it now. At first I was thinking of it as too much of an algebra equation.
The probability of getting a 1 when rolling 1d20 is 1/20. To get a 1 when rolling (4d20)/4, you'd have to roll a 1 on each of the four dice, so (1/20)^4.
Basically the more dice you roll, the more likely you are to get the expected value of a single dice roll. Which I guess makes sense because rolling four dice and dividing by four is by definition, the average.
A group of level 4 PCs can easily take on one enemy with 200 HP. As long as it isn't bursting for their health each round. I'm not going to read your fight to judge the rest because it is poorly organised in there. Make a stat block.
You could make an arbitrary compromise, like bringing him up to half level of the rest of the party, or a level below them. This is if you want to discourage absence using punishment, but don't want as many of the issues as in >>45349140
if "spending shekels" here http://www.dmsguild.com/product/170777/Blood-Hunter-Class is what you mean, you can enter an amount of $0.
It's what I did.
I can't just link in thread since it's too large and can't do mega upload speed is absurdly shitty, sorry.
None of the other players are going to feel 'cheated' that a character who wasn't there is the same level as them. All it does is allow that player to be FUNCTIONAL. They'll almost certainly be better due to equipment and item disparity. If your players do get upset at that they're fucking autists
whoops, forgot to reply to ya >>45349366
Last year when DMing a sillier campaign I came up with the idea of whenever an attacker rolls a one on their attack roll, the defender can spend their reaction to try to counter it. Even though I've long passed on the DM torch the rule still stands. Feels good to have left an imprint across the games yo
I had a very similar situation happen to me. Our group started OotA and after the group hit lvl 2 I was gone for a month due to several people leaving my workplace at once. Our group hit lvl 4 (close to 5) while I was stuck at 2. Luckily we had previously played LMoP so I had that character to bring in as back up.
For your situation though, I would either say bump him up to group lvl or bump him up to one lvl lower than the rest, depending on why he was gone and what you think would be more fair and group beneficial.
You can just bump him up to 4. It's a nice compromise. He remains useful, but distinctly not as powerful. And he'll level up more quickly than the rest anyway.
Dice rolls are never a matter of algebra. They're a matter of statistics. Always remember that, anon.
>haven't done much immediate prep work for this week, just some long-term stuff
>joke about how the party didn't get a random encounter sleeping in their house in a walled city, in the first five minutes of the game
>"Are you sure you don't want to roll for it or something?"
>fuck I want to do something now
>decide to fuck with the superstitious druid using a ghost
>ghost is shitty, sarcastic, and smarmy
>reveals that her dad used to own the house and ran a humanoid trafficking ring out of a hidden basement
>find ghost's dad's corpse
>find scenes of a fight and a weird mirror
>they split up, one person goes shopping while another is investigating the weird mirror
>"Roll a Charisma save"
>soul sucked into mirror
>another person goes in after him
>druid is freaking out IC while everyone is figuring out what to do
>they come up with a solution that makes sense so I let it work in freeing them
>even give an IC way through the use of light and the mirror to send the Undying Light warlock in the party an out because he has to take a break from the group for IRL stuff
>never skip a beat in near-four-hours of total improv
>everyone had a blast in a zero-combat session that didn't even relate to the overarching conflicts they're involved in
Can one of you explain to me why the chance of a result of 1 is .75 while the chance of a result of 20 is .25 in this link?
A 1 can only happen when you roll two 1's, and a 20 can only happen when you roll two 20's. Both of those have an equal probability of occurring.
Well you can just assume that enemies won't be on guard about the soft sound of clinking armor. Maybe they'll assume it's one of their own guys walking around. Maybe it won't even register since they're distracted.
But if most of the party are all making that clinking marching sound, then yeah. It's suspect. You'd probably realize something is off.
So my table just meet Demogorgon for the first time in OotA and the arrogant ass sorcerer ran AT the Prince of Demons instead of following his party the fuck out. A few rolls of the dice, a few failed saves and now the sorcerer lives but has no left hand.
What do now.
Wow, you let the guy live?
Make him live with his lost hand. He can no longer use anything that requires two hands, he can only wield one object at a time. He needs medical attention and fast to stop the wound festering and possibly some sort of demonic taint poisons his mind too.
Maybe let him buy a prosthesis in Gracklstugh but make it clear that it's a very poor substitute, any weapons he uses with it will have disadvantage and he can't effectively use an arcane focus with it, it's just there to not freak people out.
Let him suffer it. The fact that he isn't dead means you're already going easy on your group, and they know it, which is why he ran at a fucking demon lord. Sure, you're not willing to kill him, but his actions need to have consquences so he'll learn. There's a 7th level spell that can restore it. Make him work for it. And if he tries to just bring in a new character, tell him he'll start a level behind.
I had someone do something similar in a group I was playing in about a month ago. We got TPKed. He claimed he learned, but he did something stupid at the last session, too.
>gf of one of our players joins our game
>is an avid ttrpg player
>her character is a female ''knight''
>first session was today
>my character is also a knight
>decide to screw her over whenever I can
>stole her loot twice
>killed her horse when everybody was asleep and blamed it on goblins
My goal is to get her character to give up knighthood. What other ways can I accomplish this?
you are being that guy
don't be that guy
nobody likes that guy
I really doubt your game's setting reflects medieval gender roles for military/warrior stuff
Ok I tried to make a reasonable stat block for this.
Just a reminder that all of his pushes are pushing PCs out of a keep into a moat, which they can climb back up from, but it will take 1-2 rounds.
What's the best damage dealing class to roll up if I'm gonna be stuck at level 3 forever?
My main group loves starting at level 3 and then never going with it, and i'm sick of doing Nodamage rolling up funsie characters.
My side campaign that I'm just trying to see how it feels playing with is currently level 3 but with how the DM gives out experience I'm predicting we're gonna be level 3 until the end of time, or die and go back to starting experience/a previous level. Dunno how he does that.
It's not all bad though. First enjoys shenangians to do fun things and lets them pass a lot, and second guy gives out magical items like a motherfucker.
other than what the other anon said, off the top of my head:
Paladin 2/War Cleric 1 (smite x 2. I'm playing a paladin 2 war cleric 2 in my groups side campaign. I recommend 16 strength and 16 wisdom for max double attacking, and then you need 13 charisma to multi as you know. Its not a lot of slots at 2/1 though, so use them wisely. Plus you have guidance)
Assassin or Swashbuckler 3. My rogue 3 in our main campaign seems ahead of everyone else's damage curve on average right now, with how easy sneak attack is to get off. I'm a thief, but assassin and swashbuckler would help you squeeze a bit more out.
Berserker 3 with Great Weapon Master
Sounds good, which of the pair do you like better?
Also, should I be getting the extra superiority die/maneuver feat on the off chance I ever make it to 4?
or just stick with ability score increase.
Depends on if you want burst or high DPR. Sorcerer and wizard have higher burst, paladin and maybe ranger have higher DPR. Ranger will fall off quickly once you progress past 7 but at 3 they can do solid damage.
>>45352618 this suggestion is Good but unreliable unless you have really lucky dice or only fight low AC enemies.
Both are good. The former wields a big weapon and hits like a truck with some neat moves, the latter snipes at crazy range and ignores cover while hitting like a slightly smaller truck (and can do trickshots through maneuvers).
That's why you choose precision strike and add that 1d8 to the attack roll instead of damage. You can even do it after the initial roll so you don't waste any dice.
>unless you have really lucky dice or only fight low AC enemies
No on both points, I rarely roll above a 10 and the very first thing one DM buffs on enemies is AC.
what's the best for max burst on wizards?
Pally/Cleric sounds interesting, I'll at least make a character sheet and look over it, I'm not used to multiclassing in any edition.
Eh, I've tried both, not really feelin it this campaign. thanks though.
>slightly more compact truck
tell me more.
don't you have to use a small weapon, not get your ability mod (without a fighting style) and such? I've read TWF was fairly bad at the moment.
In my current conception of the space, the whole top is a 50 foot diameter circle, and I was just going to make the whole northern half fall-off-able. Maybe slightly less than the whole half.
I haven't totally thought it out yet honestly.
That is a great help but is still highly left up to chance. For archer it's enough of a help since their fighting style gives them the plus 2 to hit, but GWFs struggle a bit more. Even with advantage breaking 15 is a massive hassle for them. It's best to go barbarian or vengeance paladin if you go the GWM route and fighter or ranger (since low level ranger does solid damage) for the sharpshooter.
would it be more interesting if he did more damage??? or would that just make it more dangerous?
I'm just sick of fights that are like... everyone is in a room and wails on each other, so I wanted to make something more dynamic where the boss was separating the party temporarily.
Theres also a sea monster in the town, that I was thinking of putting at the bottom of the mote (maybe when he "transforms"?) so that there was something down there.
But I can also accept that its just not a well designed fight.
I'm not even good at this whole DMing thing so idk any criticism I will accept.
You can perform all but three of the Battle Master's maneuvers with a ranged weapon. Archery fighting style makes that -5 less significant, and when you really need an attack to hit, you use precision strike to add 1d8 to the attack roll. You can trip, disarm, frighten, goad, or even throw a creature back 15 feet at range, up to 600 feet away with a longbow with no to-hit penalty for range or cover thanks to sharpshooter.
Aye, Hunter Ranger is a solid choice at 3rd level as well. Horde Breaker with Sharpshooter can output crazy damage for their level range, and Colossus Slayer is the equivalent of adding a superiority die to damage once per turn. Throw on Hunter's Mark and the damage jumps up another 1d6 on a single target.
Standard dual wielding is two light weapons, you don't get your mod to second attack. With the feat, the light restriction is removed and you get a +1 to AC while wielding two weapons. You do need to take the fighting style to get the ability mod to damage with the second weapon attack, but since your mod is /probably/ +3, it's a pretty good bonus. Of course, the benefit of this drops with levels when people get extra attack and more uses of bonus actions, but dual wielding is pretty strong for the first few levels, if you're a variant human.
Divination wizard (and any wizard really) and Dragon sorcerer are the best busters at level 3 because spells are awesome, plus divination can slightly control what rolls are made and sorcerers have twin spell and quicken spell for massive one turn bursts. If high ac and low rolls plague you, I would suggest magic missile and flaming sphere are two great spells to pick up, along with other save spells.
My entire CAMPAIGN is homebrew. I hate running pre-established settings because I like being able to make up things as I go, rather than have every part of everything laid out, allowing some rules lawyer to try to tell me what should be happening because some book they read said so.
Rules-wise, I've used a spell point system since 2nd ed.
>push someone 15 feet away from just under 600 feet away
>goad them from the same distance
that's fucking hysterical.
Hm, alright. There a best class to do this?
Probably rouge, right? (since IIRC the way SA works if the first misses i can do it with the second)
I think we already have one of those in both parties, but I'll take a look regardless
I'm fairly certain sorc doesn't have the variety i'd like but with how many magic items the DM gives out that's probably not a problem.
I don't have a problem with it, but some of the players are achievement whores. You know, the type to get mad if they don't get every single unlock in every single game. THEY already get mad when they miss a single session and find out others got experience when they weren't there. So I know if someone who didn't show up for like a year suddenly shows up and gets the same level they'll start bugging me every single time they miss any exp ever if they can just get that exp too.
The missing player hasn't been around just because of IRL issues. I'll probably just make it so the come in at party level - 1.
You know anon, you've made me realize that most of my settings are ubintebtionally very anime reminiscent despite my focus on western themes and aesthetics.
I pitched a guy a setting a while back and he told me "so it's Adventure Time by way of Samurai Champloo, with a handful of Dragon Ball?" and he was totally right.
What do you guys think is better for a game, making characters with stat array, point buy, or rolls?
I'm now imagining this oiled, bronze, muscular paladin dude in a breastplate with nothing underneath and booty shorts basically acting like the Custodes from "If the Emperor had Text to Speech"
I personally like point buy, but I think it's too small an amount. 30-32 would be better in my opinion.
my old friends that I play with online like stat array, which I dislike cause of the mandatory 8, and the current group likes rolling.
I'm really fucking biased though, I roll like absolute garbage and one player got 4 17's, an 18, and a 15. He was watched rolling this
>which I dislike cause of the mandatory 8,
>only playing gary sues with no real weaknesses
>gary sues with no real weakness
>confirmed for never playing with me before
I roll so badly I might as well be literally cursed.
All my characters have a clause in their backstory that they've had a rash of bad luck lately, and are hoping to turn it around, it's that prevalent.
they haven't in 4 years, no character has ever managed to a campaign start-end unless the campaign itself ends prematurely
you get randomized values to choose from.
For instance, you get values a,b,c,d,e, and f, distributed as you choose.
you could do something like
and so on.
Obviously the exact number and dice can be changed
That seems like an interesting idea in theory but I'm skeptical of any system that gives you a >40% chance of getting a 20 to start with whilst also having a sub-8 stat (~25% chance of a 20 if your race only gives you +1).
Point buy is the best system. It saves time in character creation and makes it impossible for a player to end up with a shit character because of bad dice rolls, while also still allowing for the freedom of making your own unique character.
So 5d4 drop lowest 3 times plus some constant (25?) minus those numbers? Seems like a lot of maths and dice rolling compared to just using the array or point buy DESU. Doesn't seem massively interesting for stats either, since you'll likely have a bunch of 10-13s then a bunch of [12-15s]. You've got like a 45% chance of every single stat being +1 or +2 before racials?
That makes normal humans P good at everything, which is fine IMO.
Also the average for roll 4d6 drop lowest is 13 with like a 13.27% which gives you the exact same results if you get that on all rolls.
The highest you can start with through point buy is a +3 mod after racial mods. You would be starting only 1 behind that, but on /all 6 stats/. That's ridiculous. Also, 13 is the most likely, but 12 is close behind, making the already achievable 3 12s and 3 13s closer to 4d6 drop lowest.
Early firearms were around in europe around 100~200 years before the rapier was invented.
And yet rapiers are a thing while firearms are not.
I don't think you need to worry about slight historical accuracies in 5e.
>upping to 14 from 13 requires 2 points
>upping to 15 is 3 points
you're really not clear on how the point buy system mixes with race, are you.
racial modifers can range from 2 points in point buy putting them into your dump stat of 8, or as much as 6 points if you put them into your 14/15s. (presumably only 3 points each, because, tada, you can't get over 15 with point buy and you can with rolling)
admittedly that is a bit much.
Granted, both of these are taking in mind you roll up a normal human in which both examples equate to 12 points worth in point buy.
wow, tired brain fucked up here.
15 is still 2 points, i must be thinking of DDO or something.
first option as a human gives 12 points worth, second is 9 points, i think.
unless going to 16 hypothetically cost 3 points.
Most other races would also be around 9 points max with that math.
Yeah, I'm rather tired.
I just really like my point buy and wanna use it when people are rolling so I don't end up with 6-8 in all my stats even with 4d6 drop lowest and reroll 1's just for me.
I've done it before.
How do I go about modernizing old texts for 5e?
Eg Qunitessential Monk, most of the stuff seems ok, just some of it is pretty legacy and doesn't really fit in anywhere any more or seems broken/underpowered.
I don't think banning feats would be a huge deal, although I'd definitely be scratching my head and confused about it.
That's great anon good work
If that's every session, it'll get boring
Fucking around unrelated to the plot is fine now and again, but if that's every session they'll lose interest
>girl joins our table
>for no reason except that she's a woman I decide to become That Guy
Shave your neckbeard anon, you're not you when you're autistic
>I'm just sick of fights that are like... everyone is in a room and wails on each other, so I wanted to make something more dynamic where the boss was separating the party temporarily.
>But I can also accept that its just not a well designed fight
>I'm not even good at this whole DMing thing so idk any criticism I will accept.
Chill. Your head is already in the right place, don't worry about it. You just need practice.
Currently, you're basically "taxing" the players with mandatory bullshit to get back to the fight. Instead, the players should be able to DO something with their skill checks. Start from there.
Your players are cancerous. You must fix that attitude.
Point buy. I really WANT to like array.
Rolled stats are retarded, although rolling for how to place your array is kinda funny.
>Be 3rd level characters
>Walking through some ruins stealthy but for paladin and cleric who both have heavy armor
>Suddenly fucking big ass dragon
>We couldn't even do shit in our turn
Fuck our GM!
My players got one roll, and if it was too shitty they could point buy after that. Gives them a nice chance at a set of stats with some real highs and lows, but if the total is really shitty they can go for the more averaged-out option.
New GM here, how do you decide which player the monster attacks? I don't want to be accused of singling anyone out.
Also, if a monster knocks a player into the unconscious state, is it bad form to have him try and "finish him off"? I think it makes more sense for the monsters to fight people who aren't unconscious as they are a bigger threat, but then that kind of creates the situation of "either everyone dies, or nobody dies".
Players shouldn't really be dying that often anyway, if somebody's making death saves then it means that encounter is the last one of the day.
I tend to decide on a case-by-case basis. So the big dump Ogre will go for the closest creature, the cunning but slow Goblins will tend to see who does the most harm first, and the intelligent Archmage will calmly assess the situation and then nuke the Wizard from orbit.
As with many matters, it depends.
Intelligent monsters might try to finish people off provided that they know what healing is/there's a healer in the group that can pick up the unconcious guy. You need to do this whole threat assessment thing from the perspective of your monsters.
If someone mentions cheesing a character, usually they mean making that character the best character in the party at the expense of others.
One way to handle it is to have it as a worked out plan for escaping. Like you cast it on an arrow, hit the enemy with it and the party knows to grab onto you (or a handy rope) and follow you out of the room or something.
Alternately, have a plan to use it to get some free blasts in on the enemy
As for rolling stats goes, highest 4 of 5d4 seems to have a pretty good spread IMO. And if you still want players to have a shot at rolling an 18 like in standard rolling, highest 4 of 5d4 + 2 seems alright as well.
This takes some practice, but: just roleplay the monsters.
What's a goblin gonna do? Well, goblins are cowardly little fucks. They're gonna try to keep a distance, hide, and fire arrows with advantage. They'll prioritize the target that's most threatening to them individually, or that looks the weakest. They don't care about their allies very much, and will retreat if outmatched. They won't bother to attempt to finish someone off because they're just not the sort to care if you live or die (in the heat of battle). They want to loot you, maybe ransom you, but they've no particularly murderous isntinct.
What about a wolf? Well, wolves are different. Wolves want to run in and swarm the most isolated target. They want to wrestle you prone. If a wolf knocks you unconscious, it's gonna go for the throat. Wolves will use pack tactics and try to reinforce their own wounded. Wolves will retreat if they're obviously outmatched, but will stay and fight to the death protect their packmates.
A ghoul is gonna try to paralyze you, then drag you off alone and eat you, while other ghouls fight your party. Ghouls don't care about other ghouls and aren't likely to flee a battle.
Orcs are gonna work as a team, and are more likely to murder you than a goblin is. Orcs also don't tend to value their own lives all that much, so they rarely flee, unless some sort of a power structure is broken. Orcs are gonna look to prove themselves by rushing the strongest looking one, or rush the weakest to secure an advantage.
A highwayman won't go for the kill, and will target the weakest. An assassin will, and will target his bounty. A bear could go either way, and will flee unless its young are involved.
Make sense? You just gotta think about the monster, and what it would do in that position.
Do you mind the 18-19th century styled cavarly (because they alreadt are thing, as a fighter archtype and a feat), or are you talking about a weeaboo-jump-real-high sort of shit?
How do these rules sound? Assuming a 24 mile per day pace, with 12 hours of walking per day.
>every 12 miles of offroad marching results in one level of exhaustion
>at a fast pace, this is doubled (1 per 6m)
>at a slow pace, this is halved (1 per 24m)
>on a road, this is halved (stacks with slow pace but that shouldn't matter really)
>on horseback, no exhaustion is gained (does this make horses too good?)
>long rest restores one level, as normal
>encounters (not all of which are combat) are 1/2 on a D6 once every 5 miles (more or less often depending on relative safety of region)
I know barbarians are kind of hurt because they already can't get rid of their exhaustion, is there any other interaction to watch out for? And how should I handle that? Other input?
Ideally, makes traveling riskier and more tactical, instead of "you walk for a day one fight one trivial encounter", whilst rewarding preparation and/or patience (taking a longer but well traveled way around).
On good roads, eight hours should get you about 24 miles (there's an explanation that's at least partially bullshit in the DMG). I'd use that as the no-exhaustion starting point.
When you say something's at a fast or slow pace, how are you determining that? If the party travels 24 miles off-road during a day, do I get 4 exhaustion for coving it in 12 hours? Do I get 1 exhaustion for walking slowing for 24 hours straight? I'm not clear how that is applied from the wording you posted.
Also, horses should totally get exhausted. People used to kill their horses by riding them too hard for too hold.
>On good roads, eight hours should get you about 24 miles (there's an explanation that's at least partially bullshit in the DMG).
That's sensible, sure.
>When you say something's at a fast or slow pace, how are you determining that?
The party decides. Fast pace is faster but more exhausting, slow pace is slower/easier and gives a bonus to passive perception.
>If the party travels 24 miles off-road during a day, do I get 4 exhaustion for coving it in 12 hours?
Yes, that is what I said, and you've made me realize that's way too extreme. What I want, I think, is:
1. The party gains one level of exhaustion during the day, which they recover during their long rest
2. If the party moves at 2x speed, they take 2x exhaustion- which is more than can be recovered in one long rest.
I wanted the party to be exhausted during encounters, hence the short tick time, but I think now that was too much.
So, say, 1E per 24 miles normal pace, doubled or halved at fast/slow.
>Do I get 1 exhaustion for walking slowing for 24 hours straight?
You would, yes, although you'd also have to include whatever the no-sleep exhaustion rule is. I think that's fine. Trained adventurers can walk all day without too much hassle at a reasonable pace.
>I'm not clear how that is applied from the wording you posted.
Sorry, working off the cuff here.
>Also, horses should totally get exhausted. People used to kill their horses by riding them too hard for too hold.
Well, I was picturing a horse just walking- no speed bonus over normal, but no exhaustion. Granted, that was assuming horses can walk forever like people can, maybe that's incorrect? I don't really know anything about horses.
If you use the horse to go at a faster pace, yes, they'd not keep that up indefinitely.
So, I didn't see it in the errata and searching archives is for nerds.
If someone uses the Gladiator background, do people trade the proficiency with an instrument for the weapon proficiency they add on, or do they just get the weapon regardless of whether or not they're proficient and an instrument proficiency with no instrument to go with it?
Backgrounds don't provide weapon proficiencies. They are always two skills and a mix of two languages or tool proficiencies. You get the weapon as a piece of equipment in place of an instrument but are expected to get proficiency with it from somewhere else.
>Granted, that was assuming horses can walk forever like people can, maybe that's incorrect? I don't really know anything about horses.
I don't know much about horses either but "People are awesome because we can walk forever" has been rammed down my throat enough that I'd assume they can't really?
Right, that's basically my thought too.
And upon further review, I've also remembered that one of the major advantages of bipedalism is efficiency at walking, at the cost of efficiency while running.
So horse exhaustion should probably be a factor.
Humans, horses, and wolves are abnormally good at travelling long distances in a go. A search on the subject of persistence hunting can lead to all many of Humanity: Fuck Yeah sentiments.
People sweat instead of panting to give off excess body heat, and our bipedal movement is relatively efficient. There's also the added benefit of being able to carry around food and water, and our diets are generally higher-energy-density (meat, nuts, etc.) than the cellulose-rich diet that horses have, which is much harder to digest and get nutrients from.
HFY overstates stuff a lot but they are right that humans have pretty absurd long-distance endurance.
Also, I don't know if you've ever ridden but from my very amateur experiences one wouldn't have to ride too vigorously to pick up exhaustion levels anyway. Walking on a horse is perhaps less exhausting than walking on foot but if you're going any faster than regular human walking pace then the act of riding itself could easily be enough to pick up exhaustion penalties, I think.
I have not. Thanks for the factoid, I'll take that into consideration. Maybe an animal handling check to avoid exhaustion from riding? It doesn't exactly make sense, but that skill needs all the love it can get.
They can go for very long times at a low pace and can almost match our endurance, like dogs, but they will still tire before us.
We also can't walk ''forever''. Just a really long ass time. Our brains and ability to use tools is more of an advantage than our endurance.