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/5eg/ D&D 5th Edition General - Feat Synergy Edition

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Thread replies: 362
Thread images: 25

>Official /5eg/ Mega Trove v3:
https://mega.nz/#F!BUdBDABK!K8WbWPKh6Qi1vZSm4OI2PQ

>Pastebin with homebrew list, resources and so on:
http://pastebin.com/X1TFNxck

Let's discuss class/feat, feat/feat, cross-character synergies.

Last time... >>47717416
>>
File: UA-Feats-V1.pdf (1B, 486x500px)
UA-Feats-V1.pdf
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Rolled 1 + 18 (1d20 + 18)

>This month's Unearthed Arcana
>Feats V1

-Barbarian with Flail Mastery
-Mastermind Rogue with Fell-Handed
>Rogue dual-wields a hand-axe and shortsword
>Rogue sneak attacks with the shortsword, takes the Help action with his bonus action, knocks away an opponents shield with his handaxe: +2 to the Barbarian's
>Barbarian uses bonus action to prepare to attack over shields: +2 to all flail attacks
>Barbarian attacks: Reckless attack advantage, +2 from Fell-Handed help, +2 from Flail Master bonus action, +1 from Flail Mastery, +7 Str, +6 Proficiency: Attack roll = 1d20 + 18

Attack roll = 1d20+18
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>>47732821
Sentinel Polearm Battlemaster master race.
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So what character sheet do you use? I kinda like this one
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>>47732871
That's pretty standard. I use pic related just because it's the one I've had access to, BUT I believe the megatrove has class-specific sheets.
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>>47732821
Wizard with Keen Mind only needs to produce his spellbook when he scribes new spells and otherwise once per month to review it. Can prepare spells from memory.
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>>47732841
But since AC doesn't scale, by the time you have 6 proficiency, you won't need all this work to hit.
>>
Anyone know if you could cast Booming Blade via the Warcaster/Polearm Master combo to prevent something from closing once they enter your reach unless they choose to take "Boom" portion of Booming Blade?
>>
would it be okay if i run some character ideas by you guys?
please note that some of these hinge on homebrew and/or houserules in some cases
>>
>>47732992
Still pretty respectable on the way up. 20 Str at level 8 is a +5 modifier, proficiency bonus is +3, you're looking at +13 on your attack roll.

1d20+13 is not bad. And at level 20 with that 18, you're gonna have a hard time missing. Even on a 1, you're recklessly attacking so you're only rolling snake eyes once per four hundred rolls (on average).
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>>47733022
You would also need Spell Sniper to double the reach on Booming Blade. Viable build if you take one of those feats at level 1 with Human Variant.

>>47733024
You came to the right place.
>>
So, how do you get around the general ability of casters to overshadow martials? Martials can keep up with the "reduce enemy HP" side of things, but I'm not sure how to make sure they can stay interesting and have as much narrative impact/problem-solving impact as casters.
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>>47733024
well, one uses homebrew in a sense, and the other depends on whether thrown spears/other polearms are effected by ranger spells
the others are just unusual class/background pairings
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>>47733111
Don't handwave physical challenges.
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>>47733111
I think that martials should get higher proficiency bonuses.
>>
>>47733111
>Problem solving impact
Spells have limits
Spells don't do everything
Anything a spell can do, a skill monkey can probably handle without getting a mob on their ass
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>>47733236
Spells can do so many things that finding a niche for martials is increasingly difficult once you start getting to high levels, though, especially because a lot of the utility spells that can just magic away problems martials can solve use low-level spell slots, which are less and less valuable the higher your level gets.
>>
So, I'm making a half elf lore bard. Can I get some help on how to differentiate him from all the other half elf bards around?
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>>47733091
awesome!
okay, first thing's first, the homebrew dependant one
dragon bloodline sorcerer (green dragon)
bloodline's strong enough that, in addition to some noticeable physical mutation, spells known deal poison damage instead of their standard element
this can be adjusted at the gm's discretion
>>
What can a martial do that a wizard-controlled Simulacrum of that martial can't?
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>>47733406
Regain hitpoints without the wizard having to sell their own kidneys.
>>
I feel like you'd need to go through and manually cull spells from the full casters' spell lists that step on martials' toes too much, but then you're basically handing your players a list of "allowed spells" and you look like a jackass.
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>>47733455
Second Wind wouldn't work?
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>>47733341
5e poison is pretty weak because it's commonly resisted (poison damage is halved).
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>>47733558
yeah, unfortunately
i just liked the concept of a magic user built around a less commonly used damage type
it was either that or acid, and poison seemed more versatile
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>>47733307
>Wasting a spell slot when your skill monkey can do it for free

For what purpose? Casting a spell is rarely much more expedient than just letting the rogue do his thing.
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>>47733307
What you're saying is that you're either a terrible DM or the same baiting martialfag, both of which are bad things.
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>>47733515
Simulacra do not get Second Wind or any healing capability.
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>>47733775
I dunno, even *that* doesn't sit right with me. The Rogue is useful not because there are things magic can't do or that are expensive/impractical to do with magic, but because the Wizard can't be bothered.

>>47733787
>martialfag
I'm not too sure what that means.

I'm here to learn ways that good DMs level the playing field, so if I'm a terrible DM, then I'm at least hoping to learn from better ones.
>>
What cheekiness can i pull by pretending to be a naive human fighter? Magic user proficiency? Another class that can pass as a fighter only to reveal something 'i s-shouldnt be able to do' at a climax
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>>47733801
https://www.youtube.com/watch?v=WrjwaqZfjIY
>>
Would a printing press with appropriate inks and probably magic text heads be able to mass print (probably low level) spell scrolls?
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>>47733846
>implying it's wrong
Go back to playing 3e

>>47733867
No, the process involves ritual and shit. It's not just writing text.
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>>47733813
Your rogue can also almost universally do his thing better than the wizard could. Sure the wizard can open locks with Knock, but he'll also wake up the entire neighborhood in the process. He could cast Invisibility and try sneaking, but the rogue will still sneak better.

Now a bard can do all that AND still have expertise, in exchange for doing poorer in combat. The fairness of that exchange is debatable, but I feel that's more of a individual class balance issue than a greater balance issue.
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>>47732960
that's actually pretty genius, never thought of that one
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>>47733973
I find merging some of the martial classes together helps quite a bit.
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>>47733314
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>>47732821
Warcaster + Reach Weapon + Hold Monster/SCAG Swordmage cantrips.

Crossbow Mastery + Eldritch Blast with Agonizing and Repelling Blast

You can basically combine any Charisma caster with any other Charisma caster, but specific shoutouts to the Sorcadin being able to burn SP for more smites or Oathbreaker Paladin/Lore Bard to do goofy shit with your poached Animate Dead and Aura of Hate.

Battlemaster Fighter/Swashbuckler Rogue to get three shots to get two SA attempts.
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>>47734335
Story would be better if it didn't have the bard rolling 2 natural 20s and UNLIMITED SIX WORKS
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>>47734335
>shittystorythatneverhappened.jpg
>>
next up, concept that depends on house rule
young spear-fisherman who had an encounter with what he describes "something wrong" when his ship was torn apart during a particularly unusual storm

(hunter ranger/ old ones bladelock)

heavily depends on whether spears can be used as ammunition in ranger spells

unsure how many levels after 3 should be warlock
feat/spell suggestions appreciated
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>>47734385
>>47734420
Did this story really happen?
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>>47733236
Spoken like someone who has never played or had a good spellcaster.

>>47733775
Knock obviates Thieves' Tools (if you're worried about sound, cast Silence first). Invisibility either obviates or greatly improves stealth, depending on how it gets ruled. Sneaking doesn't matter overmuch when you can Dimension Door places. Suggestion obviates the talky skills. Arcane Eye obviates a scout. Speak with Dead kills murder mysteries.

Caster/Martial disparity has been a thing for a really long time, but there's so much mindcaulk denying or stealth-modifying it that it's essentially a moot point. When the written rules are rolled out legalistically, casters kick ass, but the actual game almost never works like that unless the caster player bullies the rest of the table into it.
>>
Bladelocks should be able to call their weapon as a bonus action instead of a full action.
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>>47734335
>Literally_The_Worst_Story_Ever.PSD
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>>47734335
Chances of this happening, just by the rolls mentioned, are 1/86400. So yeah, >>47734385
>>47734420
>>47734500
It's fake as shit
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>>47734473
No.

Nothing that anyone greentexts on /tg/ happens. People just make shit shit up in hopes that someone will screenshot it so they can pat themselves on the back when people like you repost them.
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>>47734519
Including the bear with amazing charisma that became a noble?
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>>47734335
Wow, that's the single worst story I've ever read.
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>>47734535
...yes. Why would you ever think that was a real thing?
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>>47734550
Because 3.5 is fuckin' weird.
>>
Fun idea for a warlock?/fighter1 multiclass
>get warcaster, xbow mastery, polearm master tunnelfighter, repelling blast,
Every turn use your bonus action for infinite knockbacks.
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What is everyone's opinion on the 5e published adventures? I've heard that everything besides Tyranny of Dragons is good, but are there ways to make it good?
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>>47733111
>What is social interaction?

3.PFags please leave
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>>47734489
>Knock obviates Thieves' Tools (if you're worried about sound, cast Silence first)
>Two 2nd level slots for something the rogue could've done without wasting any resources
>Just to be a jerk, really
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>>47733837
Try graduating high school.
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>>47734648
Yes. As I've said many times in this general Tyranny is not as bad as people would have you believe. I'm running it currently, and our group is having fun. If anything, I am more bored than they are with the caravan chapter, because I want them to get to the juicy stuff ahead and to 5th level already.
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>>47734493
Or just don't dismiss it
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>>47732821
Fun builds tiem:

Rogue 2/Dragon Sorcerrer1/Rogue2 (Swashbuckler and spend ASI on spell sniper)/Fighter for the rest of the way for extra HP, ASI , Feats, extra attacks and fighting style + going battlemaster for dem nifty tricks

Grab a whip and booming blade all day while using SA with it and staying untouchable. Bonus points for firebolt having hueg range.

Monk 7 / Rogue 2/ Battlemaster 11
AC and Dex spears, free dash and expertise, 4 Attacks with MA or 3 double range attacks with spears per turn + lunge shenanigans.
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>>47734335
100000% never happened. What an awful story.
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>>47734461
>depends on whether spears can be used as ammunition

Are you legitimately retarded or just pretending to be?
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>>47734817
You can tell cause what fucking D&D group uses exploding dice?
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Are there any printer friendly versions of Planeshift Zendikar or the Elemental Evil Player's Guide?
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>>47734687
WotC designed 5e around the idea that parties would have 6-8 encounters and 2 short rests per day, but this doesn't actually usually happen. If it did, casters wouldn't overshadow martials so much, and some of the classes people like to complain about being too weak would actually hold up.
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>>47734845
completely unfamiliar with the rules, with neither the money nor harddrive space to get my hands on the books
mostly going by what i can pick up from wiki entries and threads
figured if it wasn't, it could be houseruled
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>>47734489
>Knock & Silence

You're burning 2 spellslots to open one door, and you can do that twice per day at most without burning higher level slots. God forbid there's multiple locks on the door, or some sort of trap present. Proficiency in Thieves tools is a much more reasonable option.

>Invisibility

Only gives advantage on stealth checks, so Mr. Fumbles the wizard still isn't going to be doing great at them. Anything else is houserules.

>Dimension Door

Can bring maybe one person with you, assuming you have an entire map of the place and nobody happens to be standing where you warp to. And you're still using it twice if you want to get out.

>Suggestion

Not even remotely perfect, and liable to get you into trouble if you try and manipulate the wrong person. It's also concentration, so hopefully you don't need to talk to more than one person in a day.

>Arcane Eye

A scout would be well served to be able to open doors and hear things.

>Speak with Dead kills murder mysteries.

Bullshit. Just make it so the victim was attacked for behind, or otherwise doesn't know who killed them.


Casters are much more limited in spell slots now, to the degree where a lot of these are downright wasteful options. If the DM is willing to give you a lot of leeway? Maybe, but I'd much rather have a Rogue than a Wizard blowing all his slots pretending to be one.
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>>47734902
If you don't have enough fucking HARDWARE SPACE for a PDF, maybe you should get a job and buy a better computer instead of dreaming up shit that would have been retarded even in a completely broken system like 3.5
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>>47733111
I have to ask, have you actually played this edition or do you just come into threads hoping to collect a bucket full of (you)s.

Casters can't sneak worth a damn, even if they are invisible they have to roll stealth or be detected easily. Dudes will know which square the wizard is in and only get disadvantage on the attack roll, which will likely mean fucking nothing with how low wizard AC is and the fact that the attacked may have advantage for some reason.

Charm spells have been similarly neutered, merely granting advantage to charisma checks (which means it could be cancelled out by having disadvantage on the check, or made irrelevant by the party face gaining advantage on a charisma check through good roleplaying).

And finally, why the fuck do people even say shit like this when there are literally no classes in 5e that can't cast spells? Seriously, actually read the players handbook. Every class has an archetype that can cast spells, if you don't want the extra versatility and want bigger combat numbers you do have to pay the toll nigga.

TL;DR You are retarded and non-caster classes don't even fucking exist you mong.
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>>47734925
*HARD DRIVE

your idiocy is rubbing off
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>>47734925
>>47734952
wow dude
calm down
it was just an idea
a simple "that wouldn't work, here's why" would've been fine
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>>47734910
>Only gives advantage on stealth checks, so Mr. Fumbles the wizard still isn't going to be doing great at them. Anything else is houserules.
It doesn't even do that.

You automatically succeed on sight-based skill checks. Stealth to not make sound is made as normal.
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>>47734902
>2016
>running out of hard drive space
How? The PHB is less than 100 MB.
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>>47734784
Rogue Assassin 3/Warlock 2/Fighter 2/Sorcerer 14

Surprise round to make all 4 beams from Eldritch Blast crit. Plus Hex. Then Action Surge to do it again. Then Quickened Spell to do it again. 24d10+24d6+60 (276 average) on your first surprise round, then 8d10+8d6+40 (92 average) every round after. Next fight if you don't have Action Surge you still do 16d10+16d6+40 (184 average) on your surprise round. Plus you get Heavy Armor, pretty decent spell progression and it all keys off of only ONE stat. Besides the Action Surge it's pretty light on resources. Spell points for the Quickened Spell is your only real worry.
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>>47734952
Not even him, but wow, what a fucking idiot.
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>>47734894
I used to think the 30 minute workday was a myth but after playing some pathfinder with magic casters the schedule is fucking set by the most magic splurging caster.

I hate to say it but I can honestly say I understand why 4th edition had encounter resting special abilities. When the alternative is Drop everything cause you might die and then plink with ranged weapons that don't do shit with the character it sounds pretty good to just give the character to do something than shitty basic attacks that don't work with the charter.
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>>47735006
because this thing has a ludicrously tiny hard drive
i have skype, chrome, and a 20 or so pics saved and it's already half full
>>
Made the background for a campaign I will be running soon. Just wished to know what you guys think, and to see if you people know what I'm stealing it from.

https://docs.google.com/document/d/1_jMJck2IJePlG0mXzwESo2dso8eM5DcLWV_wGYDrlb4/edit?usp=sharing
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>>47734894
I know that, it just hasn't been much a problem for me because I like running and playing published adventures and they actually take that balance into consideration. Casters have to be careful with their slots if they're in a dangerous area. Funny how it's the "i prefer combat to be sparse and unusual" crowd that imbalances the game. People who like doing no more than one combat per day should use the "Gritty Realism" variant rules, that would rebalance things instantly.

>>47734910
>Only gives advantage on stealth checks
Actually that is also a houserule. All invisibility does is it lets you try to hide anywhere and anytime you want.
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>>47735064
Is "this thing" a phone or a chromebook?
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>>47733813
>The Rogue is useful not because there are things magic can't do or that are expensive/impractical to do with magic, but because the Wizard can't be bothered.

That's not true at all. The wizard can't do much copying of other classes' niches.
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>>47735032
what all MC stats does that require?
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>>47735140
original model nextbook
you know, the ones that are also a tablet?
i know it sucks, but it was a gift
>>
>>47735188
13 Dex and 13 Cha. You'll wanna max Dex for higher Stealth for higher chance of surprise rounds anyway.
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>>47735188
Only Dexterity and Charisma.
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>>47735214
>>47735219
Cool.
>>
>>47734489
>Knock obviates Thieves' Tools (if you're worried about sound, cast Silence first)

Goddamn you are a stupid nigger. First of all, Knock and Silence aren't even on the wizard spell list together. Second of all you can't do both even if you did know them both because knock has a verbal component.

>Suggestion obviates the talky skills.
Unless the enemy is immune/resistant to charm effects, like a fair number of monsters and races (seriously, fucking elves even). Or they don't have any of that and just make the save. In which case they know you tried to cast a spell on them, good luck with that nigger.

>Speak with Dead kills murder mysteries.
Literally only if the murderer engaged in open combat with someone, which isn't exactly stealthy in the first place. If someone was poisoned, got a knife to the back, murdered in their sleep, etc. It will literally do nothing.

Dimension door, invisibility, and arcane eye can all aid stealth but don't obviate them. You need to roll a stealth check while invisible or everyone knows what square you are in, so if you aren't good at it (like how a rogue would be) it doesn't give you a whole lot in this edition. Dimension door and arcane eye are great over small distances, but if you are sneaking through 10 miles of forest to locate a bandit encampment without being spotted they don't do nearly as much good as ranks in stealth and perception.
>>
>>47734489
you need to be an Enchanter to use charm spells without burning bridges
>>
I'm eagerly waiting for my players to use Leomund's Tiny Hut to rest in a dangerous place... in which there's a caster NPC with Dispel Magic. Am I evil?
>>
>>47735296

That's stupid. The function of Leomund's Tiny Hut is to "rest in a dangerous place". You're punishing the players for making correct and prescient use of the mechanics.

It'd be dick waving if you pulled that shit.
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>>47735296
just tell the players you'll tell them when they can take a long rest
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>>47735296
If you are just waiting for a "gotcha" moment and there is no reason for there to be an enemy wizard in the Cave of Trolls or whatever, yeah, you are a bad DM.

If they do it in an evil wizards tower or some shit then you are doing this all right, and it will spice things up for sure.
>>
>>47735296
>tfw you give the BBEG 5 Lieutenants who are all Wizards specialized in only casting Dispel Magic, Counterspell and escape spells that he always sends at least one off to wherever the party happens to be

Caster supremacy is over, the age of martials has begun.
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>>47735296
There better be a fucking good reason the NPC is out there and wants to end that spell. Otherwise you're just an asshat
>>
>>47735332
>>47735374
>>47735380
I'm running a module. Said NPC is part of the module and is in said location. They'll realize (if they stop to think about it) that the caster affiliated with the bad guys that they met previously should be in that place, they may even encounter him there before trying to long rest. And obviously if they hide themselves very well they won't be found.

Not looking for a "gotcha" moment, more like upping the stakes and creating tension. Before dispelling, they would see the enemies getting ready and would have a chance to do whatever they wanted to.
>>
>>47735483
And also looking forward to see their faces when they realize what's about to happen.
>>
https://www.youtube.com/watch?v=b0fbEYhsGiY

How's this for statting a boomerang-
Martial Weapon- 1d4 bludgeoning- Thrown, Special (Rolling 19 or 20 results in the weapon returning to you after impact)
>>
>>47735032
Hex takes your bonus action.
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>>47734461
Sorry you got a dick replying to you. Pic is the 5e weapons table. Anything that is projected during an attack with a ranged weapon is considered ammunition (darts, arrows, bolts, blow-gun darts, ...).
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>>47735715
>Special (Rolling 19 or 20 results in the weapon returning to you after impact)
Useless, make it 10+ or whenever it successfully hits, otherwise you would need a lot of them to be even remotely useful.
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>>47735722
You cast it before combat, duh.
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>>47734610
>Tunnel-fighter + Polearm Master + Warcaster
Nice.
>>
>>47735781
Well boomerangs don't always come back, it's more of a neat trick that skilled hunters can do with them, but the combat applications are obvious. What about 15+?
>>
>>47735773
well that's a shame
i guess i'll just have to hope for a gm that'll allow it
spears are really underused as ranged weapons
>>
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>>47735715
Boomerangs were statted as a magical weapon in PotA.

Ranged weapon, 1d4 bludgeoning, thrown 60/120, on a miss it returns back to you, if you're proficient with javelins you're proficient with boomerangs.
>>
>>47735773
oh, and thanks
>>
>>47735932
Oh cool, which thing is PotA?
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>>47735961
Princes of the Apocalypse.
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>>47735824
And still get a surprise round? YMMV, but all the game's I've been in Hex has alerted the target.
>>
So, I don't know if this question goes here or in a worldbuilding thread, but can anyone make suggestions for races in my campaign setting? I'm doing a 5e based "post apocalyptic fantasy" world, sort of Eberron (Mournland) meets Fallout, where a great war between ruling magocracies blew everything to shit and created a not!radioactive wasteland. Since these sort of pulpy settings tend to be big on Lots and Lots of Races, to represent the assorted mutations, I'm not too worried about options at this point.

If it helps, these're what I've got so far:
* Humans, Dwarves, Elves: The three magocracies who went to war and blew the world to shit. Humans survived, undecided on elves & dwarves.

* Orcs: Descendants of elves captured by dwarves and alchemically mutated into an expendable super-soldier race, only to turn on their masters. Non-evil; Wicked Fantasy as a cultural base.

* Kobolds: The poisoning of the world curses dragon eggs, so they only produce kobolds instead. Racially fixated on finding a way to transcend their state and become real dragons again.

* Dragonborn: Very tiny minority of kobold births produce these instead. Respected and revered as a result.

* Warforged: Sapient golems created by humans in a desperate attempt to bulk out their forces before the big death. Now desperately searching for a purpose in life and for more creation-forges to sustain their race.


I've considered Gnomes as mutated surviving dwarves/elves/a hybrid between the two, and a Ratfolk raced based on Final Fantasy's Burmecians, but these are it so far.
>>
>>47736023
Worse comes to worse, you can just use Subtle Spell since you're a Sorcerer.
>>
>>47735773
>>47735918
I was under the impression most ranger spells permitted the use of thrown weapons.
>>
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>>47736120
The question was referring to what would count as ammunition for ranger spells that call for ammunition.

Call for weapon attack:
Ensnaring Strike, Hunter's Mark, Conjure Barrage,

Call for ranged weapon attack, affecting the ammunition:
>Hail of Thorns
>Lightning Arrow
>Conjure Volley

Call for ammunition, specifying arrows and bolts:
>Cordon of Arrows
>Flame Arrows

Refers to ammunition, calls for a quiver:
>Swift Quiver
>>
What are the views on polygamy in FR?
Or having non-human spouses?
That's generally the direction I'd like to take for a character, to actually build up a harem.
>>
>>47736266
Thrown weapon attacks are ranged attacks, conjure volley would most certainly work with daggers, for instance.
>>
>>47736236
Is this supposed to be bait? Because there's absolutely nothing wrong there.
I'm the only caster in my group and I far out damage all the other characters and have way more rolls out of combat than them
>>
>>47736294
I specified "ranged weapon attack" for a reason, although I was mistaken: conjure volley calls for EITHER a ranged weapon attack or a thrown weapon.
>>
>>47736317
it is b8, and it is 100% correct. Butthurt martial players don't like admitting that their classes are unfavorably imbalanced, for whatever reason.
>>
>>47732821
Hey, /5eg/, I could have sworn that the /tg/ custom character sheets had one for each class, including Rogue. But the pastebin only includes Barbarian, Bard, Cleric, Druid, Fighter, Monk, and Paladin.

What gives? Is there a Rogue sheet somewhere?
>>
>>47736351
The ranger in my group died twice tonight. I'm trying to convince to either roll a tanky character or to be a caster. I'm worried he's gonna go martial striker again
>>
>>47736082
Surface elves are largely reduced to a state of barbarism. Drow elves survived unharmed and are now, ironically, the last vestige of any true Elven culture.
>>
>>47736282
>What are the views on polygamy in FR?

I think monogamy is the norm, but I don't recall it being directly mentioned or enforced anywhere.

>Or having non-human spouses?

Depends on where you are in the Realms. In most of the Sword Coast it's nothing that unusual, but how non-human are we talking here? Still humanoid, or something more...exotic?
>>
>>47734335
I don't understand what the point of all that was?
>>
>>47736317
What's your party composition?
>>
>>47734335
Wait, at some point did the narrator figure out the bard player was going to break out the weighted dice? Cause when he says "everything clicks in my mind", I'm a bit confused as to what else he could possibly mean.

Is it a futurama reference?
>>
>>47736493
I'm a warlock, and the other guys are fighter, rogue, and a dead ranger
Fighter is dumb as shit, but does a good job as the only tank. Other 2 guys built themselves for damage, but come nowhere near what I'm pumping out
>>
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Am I a bad DM if I intentionally set off to kill the "lol im insane and edgy xD" character after 1 session? The other players don't seem too happy with this character either.
>>
How do I make the most ludicrously broken character possible? I'm going in to a campaign with a good friend and a few douchenozzles and I really really want to fuck up whatever plans might be had for some lulz. How would i create the most ridiculously powerful character? This isn't an exercise of "Strong but fair" this is purely a character who can kill anything.
>>
>>47736577
Nah, everyone expects them to die at some point, it's just a matter of spectacularly they die
>>
>>47736582
In short: you can't.

In long: fuck off.
>>
>>47736582
You can't, not really
You can be ridiculously good at one thing, but only the one thing, and if you do it you'll end up weak in all other areas
>>
>>47736599
alright, I've make it glorious as possible for all DMs everywhere who have to deal with edgelords in their campaigns
>>
>>47736626
I didn't think so. Damn, that means I'm going to have to figure out some other way to fuck up this campaign. Do you have any super cheesy character ideas?
>>
>>47736574
Well I figure that's probably your DM's fault, but assuming he hasn't thrown anything magic immune at you guys because of a reason he has (?) unless you're literally using eldritch blast and hex on every single enemy that's just really hard to believe

Either way, I'm surprised your character hasn't been killed

All in all, I blame your DM for you feeling like that, honestly
>>
>>47736649
Well the first question would be why do you want to ruin these people's game?
>>
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How would you stat/build Corvo from Dishonored? I want to roll up a sort of magic rogue investigator for an upcoming game, but am unsure if just going straight for Arcane Trickster is the best route or not. How would you multiclass it with say a pact of the blade Warlock?
>>
>>47736665
Not so much ruin the game as force it off the terribly done railroading. The GM is a genuinely creative guy, but he tends to herd people down his path like a novel writer rather than run an actual do whatever game. A bunch of other people have been grumbling about finding a new group, but that would totally ruin this GM's reputation. I'd like to fuck up his railroady style of game running to force him to let us do whatever.
>>
name for an abandoned miner town?
>>
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>>47736236
>>47736351
>let's ignore that almost every single class has casting or a casting archetype
gets me every time senpai
>>
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>>47736649
Idea:
Don't fuck up the campaign. Let them live their lives and don't waste your time and theirs on some petty 'revenge' scheme. If they've done some wrong to you, explain it if it ever becomes relevant and find some way to move on, whether you make amends or not. Don't be a shitter and ruin their fun.
>>
>>47736680
Depending on build, Corvo uses magic a lot more than 5e allows. What kind of build of Corvo were you thinking of?
>>
>>47736574
Not very impressive. Rogues and rangers are weak in combat like bards, theoretically to compensate for their out of combat strength. Which makes me wonder how you're making more rolls than them. The rogue should be dominating dungeon crawls and the ranger should basically be in charge of exploration. Are you guys doing a lot of social encounters? That's basically the only thing that warlocks are good for outside of combat.
>>
>>47735250
Knock and silence are on the wizard spell list. I didn't read past that
>>
>>47736649
As soon as the session starts, scream at the top of your lungs, drop trou, and take a big steamy shit on the host's couch. Then run off into the night hooting like a gorilla.
>>
>>47736690
Have you tried talking to him?
>>
>>47736577
I got a fuckboy Bard who plays everything like the most horribly stereotypical Bard ever. I really wanna kill him so hard but I honestly think he'd just remake the character, he seems like one of those guys.
>>
>>47736714
Being able to effectively use a hand crossbow and blade while being stealthy and acrobatic. I realize the sort of magic in the game would be broken to have in the same manner, but having magic that is more used to augment the rogue abilities and sense stuff. Is it ideal to just go full rogue instead? Warlock feels like it would be more getting in the way of all that.
>>
>>47736734
Silence isn't a wizard spell. Go check the PHB.

It legitimately surprised me when I first found out.
>>
>>47736828
Never has been. Bard and cleric.

Aftermath of people on /tg/ saying every wizard has every spell ever.
>>
>>47736811
Go Assasin or Swashbuckler and then MC into Tomelock for Devils sight, rituals etc.
Oh and get a rat familliar.
>>
>>47736828
Fair enough, but I know knock is on the wizard list
>>
>>47736702
Greystone, Delvertown
>>
>>47736933
I guess. Swashbuckler just feels so cheese. Also, not really the Corvo type I think. Assuming I just go more for the Arcane Trickster, what are the go-to spells?
>>
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Fuck arguing about caster supremacy for the 5000th time, I need some ideas for a cool enchantment for a Dwarven Warhammer!
>>
>>47737037
That dude looks a disturbing amount like Tim Allen.
>>
>>47736956
Reread the original post. The point is that Silence and Knock aren't both on the wizard spell list (that is, only Knock is actually on the wizard list), so a wizard wouldn't be able to combine them to nullify Knock's knock as had been suggested earlier.

A bard, however, DOES have both, but you still have the problem if Knock being unusable inside a Silence bubble.
>>
>>47737051
Yeah but what if you cast 4 silence bubbles surrounding you when you cast Knock? Spell slots don't matter at all right?

xD
>>
>>47737037
Once per day, you can strike a stone object and make it change shape as if you had cast the Stone Shape spell on it.
>>
>>47732821
>Feats
No. We finally killed the beast and you want to bring them back?
>>
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>>47737037
It turns things it hits to stone. Or ore.
It is light when you swing it but becomes fucking heavy on impact.
It banishes baddies straight to Baator.
>>
>>47736236
"Casters can break the rules because they have magic spells!"

Stop making the average adventuring day five minutes long.
>>
Mistdell or fogdell? which is a better name for a city
>>
>>47737266
Depends, is it named after mist or fog?
>>
>>47737165

Quit worrying about it. 3.x broke people's brains and they can't conceive of having to abandon the type of campaigns that were required under that godawful ruleset.

The simple fact of the matter is while the caster can pull out some cool tricks they are a very finite resource and expending spell slots to do stuff that someone else can do with skills (like exploring the dungeon or chatting up a barmaid) is a stupid use of resources.

But some people have their heads fixated on the 3.x caster ability to nova every encounter, bypass any unwanted encounter and dictate the length of the adventuring day even though 5e is clearly written so that the Nova Batman wizard is no longer possible.
>>
>>47736811
Hunter Ranger, background for thieves tools, get Darkvision, Conjure Animals (rats/giant rats), Pass without Trace etc
>>
>>47737392
it haves both cases
>>
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>>47732821
I've been thinking about making a ranged fighter/rogue for a while now.

Fighter 1/Rogue 19 to be specific. Sure you give up the capstone, but you get an innate +2 to hit from the Archery fighting style -- and all rogues care about is to-hit for that sweet sweet sneak attack damage. As a side benefit you have your pick of any ranged weapon you can get your hands on (including the blowgun -- oddly not a rogue weapon).

Monk 1/Rogue 19 is also interesting. Monk unarmed attacks meet the criteria for being called "finesse weapons" without having that tag. It's just a tiny stretch of the imagination to have a rogue that can sneak attack with his bare hands -- this damage is bludgeoning type as well, which makes certain encounters less challenging.
>>
>>47737668
There really is no reason for all Rogues to not start Fighter, honestly.
>>
I've got a pc who's new to the game and literally attacks every npc regardless of the consequences. I threw him in prison for an entire chapter of the adventure and he just kept attacking npcs. I don't wanna just kill him off because it was his first session but no one wants to deal with him. What do?
>>
>>47737693
Explain to him that D&D is a cooperative game where adventurers work together toward a common goal, not a tabletop version of Hatred.
>>
>>47737700
Everyone in the party has done that multiple times.
>>
>>47737704
Give him one more game and explain that to him at the start but if he keeps doing that, kick him.
>>
>>47737693
Have a talk wit him to find out what's going on, and try to figure out why he's doing that. So far, it looks like negative reinforcement hasn't been as effective as you hoped. Most likely, he thinks he's just doing good roleplay, so you should probably let him know that GOOD roleplay is keeping true to your character in a way that doesn't get in the way of the rest of the party's fun.
>>
>>47737680
Might be a little better to go Rogue 1 / Fighter 1 / Rogue 18 due to fighters having nothing for skills.

On the other hand going Fighter 1 / Rogue 19 means you can try something similar to 4e's brutal rogue and just ignore Dexterity altogether. Just picturing a rogue in full plate with a shield and a rapier makes me laugh.
>>
If you were a DM, would you make tieflings immune to a warlock's Hurl Through Hell attack (as they are half-fiends)?
>>
>>47737896
They don't have the outsider template so... no.
>>
>>47735932
Does it just lay on the ground if it hits?
>>
What is a good non combat encounter for an old forest with very old and dying trees?
>>
>>47737926
With a dying dryad?
>>
>>47736474
So they could reinact this https://www.youtube.com/watch?v=K6RUg-NkjY4
>>
>>47736558
See >>47737939
>>
>>47737896
Tieflings aren't half-fiends and never were. Read the lore before claiming something. Even if they were: no. Nothing is immune to Hurl Through Hell.
>>
>>47737926
A herd of deer.
>>
>>47737960

PHB literally says tieflings are infused with the essence of Asmodeus, overlord of the nine hells

Not making them immune to hurl through hell is just bad GMing :)
>>
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>>47737960
>Nothing is immune to Hurl Through Hell.
Do you even PH?
>>
>>47737037
Once per round you have advantage when attacking if the target is made of or wearing metal or stone.
>>
>>47738010
Whoops I am an idiot who missed the bit out the fiends.

Still, tieflings are not fiends (or half-fiends, for that matter) and are not immune.

>>47738005
Tieflings are humans whose granddaddies made a pact with the devil, they're not the offspring of fiends, not even close.
>>
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Heya, folks, couldn't help but notice you guys are still running Spellviewer 2.6.1 on the mega. Not sure if it got missed or something but 2.7 is in fact available.

http://www.mediafire.com/download/ddd1sxrgyx9nqs0/SpellViewer27.exe

Fresh upload for you all just to be sure.
>>
How big is the Prime Material Plane. I'm thinking of having a big empire use a dickton of mages to ritual cast the biggest detect life spell of all time to find aliens.
>>
>>47738071

The planes are infinite
>>
>>47738075
So it stands to reason there are other planets with life on them. Makes you wonder why no one meets them in places like Planescape. Unless I'm retarded and that does in fact happen
>>
>>47737037
Unliftable by anybody other than owner who must be a dwarf.
>obvious thor rippoff

Advantage to hit on anyone standing on nonmagical unworked earth and stone.
>>
>>47738084
Mostly because of the metaphysical implications. If two planets ever met it would be a literal war of the worlds because their gods would immediately be forced to kill their rivals or lose their powers.
>>
>>47736351
>and it is 100% correct
It's wrong from beginning to end. No star wars game has ever been remotely balanced.
>>
>>47738101
That doesn't really make sense from a Planescape point of view, only from a 3rd edition Forgotten Realms point of view.
>>
>>47738071
Like so many things: it depends on the setting.

"Prime Material Plane" doesn't really exist in 5e. It might be a thing if Planescape or Spelljammer ever surface again, but 5e just refers to the actual, physical worlds that most adventures take place on as material planes. Faerun, Eberron, and Oerth are Material Planes, and whether or not they exist in the same universe or crystal spheres or whatever is up to you as the DM.
>>
>>47738101
Seems like the Prime Material Plane would be lonely with how empty it would be then.
>>
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>>47738084
>>
>>47738101
>or lose their powers.
The gods gain their powers by their followers. Why lose them?
>>
>>47735250
>Speak with Dead kills murder mysteries.
>Telling the local law enforcement it's okay to kill/arrest someone based solely on the word of corpse with no corroborating evidence.
>not realizing victims of violent crimes will sometimes lie to conceal the identity of the perpetrator.

You're shit at murder mysteries friendo.
>>
Does anybody have the Goodman Games 5e Fantasy PDFs? Glitterdoom and Fey sisters and such.
>>
>>47738140
So if you got a powerful enough detect life spell going you could locate a planet potentially thousands of lightyears away. I don't see a range on the teleport spell in the PHB. You could theoretically teleport there once you know where it is, albeit with a 25% chance of success. Even a slight failure would result in your missing the target by enough to kill you
>>
>>47738116
I've never realised that until now. I always thought that Faerun, Eberron, Oerth and the like were planets in the Material plane.

>>47738119
True dat. An endless plane with only ONE habitable planet???
>>
>>47736082
>So, I don't know if this question goes here or in a worldbuilding thread, but can anyone make suggestions for races in my campaign setting?

If you want to focus on the idea that the apocalypse has drastically altered the world in question, the best way to do that is to focus your racial choices on mutations and offshoots. Your kobold/dragonborn idea is a really good one, and you can expand it to include several clusters of racial options centered around a single species.

For example, humans, halflings, goliaths, and perhaps even changelings might all be offshoots of the original human stock. Goblins, hobgoblins, bugbears, and blueskins were once roaming bands of humanoid vermin. The newly awakened psionic powers of the blueskins have suddenly elevated them out of barbarism into a new age. Kobolds and the rare dragonborn are considered civilized, but their eggs can also produce beastial lizardmen or monstrous quadrupedal beasts. Merfolk, sahuagin, and kuo-toa have heavily mutated from a peaceful race of seadwelling humanoids, forced to walk the land more frequently to avoid the tainted ocean.

You could select any given category of species with similar physical traits (kenku/tengu/aarakocra, centaurs and similar tauric creatures, dromites and thri-kreen, etc) and describe them as mutations of a single species.
>>
Does anyone have experience fighting a creature in its lair? How much more difficult is it?
>>
>>47738388
I don't really understand why most players are ok with that. Lure the fucker out of it's lair!
>>
>>47736702
Mt Isa.
>>
>>47738424
Not always an option.
Generally monsters tough enough to have actual lairs (as in ones with lair actions or w/e) are high enough intelligence to not get fucked up by every dumbass adventurer that tries to get them out of their home
>>
>>47738530
True.

The keyword here is "dumbass". The monster has to come out some time. Wait for it.
>>
>>47738557
Not always. Smart people (or things) with a lot of resources (like money or magical knowledge) don't really need to leave their lairs often, and when they do they won't be doing it on foot.
A lich isn't going to just walk out of the door for the adventurers to accost.
>>
>>47738557

>camp outside monsters lair
>it waits until you fall asleep
>suddenly acid breath from the lairs entrance
>>
>>47738581
High level mosters are difficult to handle in or out of their lairs. You do what you can then.

>>47738586
> strategic genius detected
Stalk the creature mang. Find out it's habits, it's time schedule, it's eating patterns. Then hit it when it's most vulnerable. Don't just stand out of it's lair.
>>
sup/tg/,

Read up on Readied Actions and thought the phrasing was a bit weird. You choose an Action to Ready and a Trigger. If the Trigger happens, you get to respond to the Trigger with your Readied Action or move up to your speed as a reaction (like, a choice between the two)? Or do you just get to respond to the Trigger with your Readied Action (which can be a Dash, or mechanically-same-as-a-Dash)?
>>
>>47733837
If you want to be so secretive you can follow in the footsteps of that green text, be a jerk off fighter "that guy" wait until the final boss, then smite the baddies.

>implying people ooc will ask you why don't you use some fighter abilities that are staples of the class.
>>
>>47732821
Mobile with the rogue, able to do damage and walk out, can take the dash action to move 40 feet towards someone, do damage, and move 40 feet back. It's pretty cheese though, cause moving 80 a turn 5 turns in a row sounds like a "wow really" move. Instead just hide behind the fighter.
>>
>>47738643
You decide on your trigger action beforehand.
>>
>>47737037
Allow a shove (10 feet or prone) along with your attack. You can do this a number of times equal to your Str Modifier, you must then finish a long rest.

A dwarf using this Warhammer gets one extra use, cause dwarves.
>>
>>47738643
I think it's like that, it is a dash kind of when you do that, but I'm not sure if you know the action economy, if you don't you use your full action to do the readied action, and then you must use the reaction to activate the readied action. So if your readied action was to move if/when a goblin moved towards you, you can use your reaction to move. If you knew the action economy you can ignore that.

So yes it can technically be a dash, but it costs your reaction rather than just a normal dash action.
>>
>>47738388
I don't have experience but I imagine that they are much much tougher. Legendary actions pretty much let them have constant action surges, and means they can do a ton of damage or effects in only one turn.

I think the idea of fighting a creature in its lair is that it is the last thing you ever want to do with that creature.
>>
>>47738071
It's as big as you want it to be. It can either be one flat world, a solar system, a galaxy, or even a universe, but in a world where traveling to the other planes is easier than traveling a couple miles high and surviving in space, why not use all that power to do something about those planes?
>>
>>47737926
A druid's hideout, illusion covered cave, a hidden passage underground, let them do some checks pass some traps, some nice loot, and a sad story of why the trees are dead and dying and the druid's failure.
>>
>>47737266
Mistdell is slightly easier to say so Mistdell.
>>
>>47737266
Both are terrible, Mistdell is slightly less so.
>>
>>47737266
Delmist. Bonus points if the city has not!spanish culture.
>>
>>47736702
Miniorton
>>
>>47737756
That qorks bettwr with a barbarian's reckless attack to gain advantage and spam sneak attacks. Of course, there is the question abot how you manage to be subtle while yelling like a madman...
> "I, Thurrk, shall pierce you with my mighty STEALTH ATTACK"
> one round later, baddie is bleeding on the ground
>"curse you Thurrk, I... wasn't expecting it...at all..."
>>
>>47737693
If he attacks an NPC then the guards kill him for assault
>>
>>47737926
A single clearing of sprouting saps, gardened by an old woodsman. He tends to his orchard the best he can, giving the waning years of his life to preserving the forest that has served as his home for so long. He offers a hearty meal and a warm place to sleep, provided the players do some chores for him (weeding away parasitic vines, gathering water from a stream, chopping firewood, gathering flowers for his wife's grave).
Have some fun with it.
>>
>>47738930
This, so much this.

>Be Krush, Half-Orc barbarian starting adventure. Is inspired by teammate rogue pulling off sneaky attacks.
>"Krush will be sneaky as well!"
>Fast forward a year, Barb 1/Rogue 5.
>A large half Orc sneaks into the Baron's Palace. Climb in through the window, guard on the other side of the room.
>Sneak up, pull greatsword. Advantage on attack, hit, Assasinate. 10d6 including Greatsword Crit and and Sneak Attack crit, plus 4 Str.

8/10 would play this.
>>
>>47737756
That's actually part of a build I came up with.

Fighter 1/Mystic (Immortal) 1/UA Ranger 1/Rogue (Assassin) 17.

Standard combat tactics are to use Green Flame Blade or Booming Blade (your preference) with the Immortal Mystic Smite and the duelling fighting style to get the stupidest damage code imaginable. Ends up as 2*(2*(4d8+9d6+1d10)+DEX+2), because alpha striking for an average of 224 plus twice your DEX mod before your opponent can react is perfectly fair. You'd need DEX, WIS and INT as your multiclassing stats, but that's perfectly doable, especially as DEX is the only one that needs to be maxxed.
>>
>>47739016
Wait forgot about Savage Attacks, swap greatsword for Maul/Greataxe. 2d12 + d12 for Savage Attacks, then 6d6 Sneak Attack and 4 for Strength.
>>
>>47738930
If you're shouting like a madman, no-one expects you to be sneaky, so it comes as a surprise.
>>
>>47739016
>>47739038

You can't Sneak Attack with a Greatsword...
>>
>>47739114
Yeah just read sneak attack's description, hopefully if I have the chance to play that I can ask the DM if I can sneak attack with that.
>>
My players in CoS left a dead companion at Krezk while they seek entrance to the Abbey to get them Raised.

Dick move or not to have their body stolen by the mongrelfolk and delivered to the Abbot who uses their body to complete the flesh golem bride of strahd?
>>
>>47739135

It may sound a bit silly, but you can simply attack with a Rapier using Strength.
>>
>>47739148
>Not having Strahd find it and create an undead servant
>>
>>47739155
That's a little boring to be honest
>>
>>47738755
You mean triggered action?
Ok, I thought that commas used in that manner denoted a list of options.

>>47738806
Yeah, the action economy wasn't explained as well in this edition. 3.5 (or was it 4th?) was a lot better with defined rules for actions, move actions, non-move move-actions, etc. But I think you have it a bit wrong there. To Ready an action (which can be any action) takes your standard action. I thought that Ready was just a parameter for any action (so you can do your standard, ready a move and ready a bonus in one turn), but it's not. One standard, one move, usually one bonus, 1(?) free action. Readying an action uses up your standard action.

With no Hold action and such a gimped Ready, combat RAW kinda kills it for me.
>>
>>47738108
Especially saying FFG Star Wars is balanced casters versus Martians when the best specializations in the game are hands down the non-combat focused force users. Larger force dice pool = ultimate power and consistent ability in the game.
>>
I just split my group into two, with one group having a bard, cleric, and druid. The other has a barbarian, rogue, wizard.
Given the wizard wants to be more of a necromancer, how do I ensure the second party (who loves combat) isn't gimped due to lack of a healer?
>>
>>47739236
On your turn:
>Move
>Incidental
>Action
>Bonus Action

Not on your turn:
>Reaction

The things a player can do in their turn is incredibly well defined in 5e, and you cannot change your position in the initiative order. It makes using resources appropriately much more important in 5e than 3.pf, and they never tried to make 5e as tactical as 4e.
>>
CoS, Heavy combat campaign, high CR, very RAW.

Any suggestions for 2nd level bard who is deciding on his level up? Both Valor and Lore fit my character. Multiclassing fits also. Probably not as much as a subtle rogue, but confrontational rogue works.
>>
>>47739271
It looks like I misunderstood what action economy meant. I had the idea of the free market: how the actions fit in with each other and interact with each other. But from your post I'm guessing it's more like fixed income static capitalism: yeah.
>>
>>47739281
Combat heavy CoS? Weird.

Lore is better.
>>
>>47739329
DM could have put more encounters in the scenario, I haven't read CoS, but we've nearly always been fresh out of combat or eying up our next foes.
>>
>>47739246
Let them buy potions everywhere or let them find it everywhere

Give them a healer NPC they can hire to follow them around and them
>>
>>47733558
Poison resist is actually pretty rare. It's usually immunity.
>>
>>47739329
got any tips for spells I should look into? Or a multiclass option?
>>
>>47739271
In some edge cases you can use your reaction on your own turn. You run away from an enemy, he gets an opportunity attack and hits, you use reaction to cast Shield. You cast Dissonant Whispers on a creature in front of you, it fails the save and moves away, you get an opportunity attack.

There's some discussions as to whether you can Counterspell another Counsterspell, I would personally rule you can't because you're already busy casting the original spell that triggered the first counter, but some people might allow it.
>>
>>47739418
You don't get an OA if a target is forced to move
>>
>>47739499

Thunderwave is forced movement, Dissonant Whispers is not.
>>
>>47739155
>tfw you didn't want to run CoS until the Strahd-as-a-pretty-boy poster
>tfw it's less Strahd and more pretty boy vampire sows discord in the party by trying to seduce most of the players before they figure out he's the vampire they're after
>>
>>47739499
>"You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction."
Dissonant Whispers makes them use their reaction to move, that's exactly what it's good for.
>>
>>47739545
>>47739528
Oh my mistake
>>
>>47739148
Cliche, but a bit less of a dick move: the body disappears and returns as a vampire spawn under Strahd's control. It intercepts them along the way, but if they kill it and bring it with them, they can raise it properly.

For added fun ( and all the distrust that may come from having to kill your psycho zombie buddy anyway), let the player plan his attack and attack the PCs. Give him some minions Strahd has afforded him for this task and help him set up the attack. Reward him for building a challenging encounter.
>>
>>47739594
Vampire spawn are only created if they are killed with a full vampires bite
>>
Have any of you homebrewed any neat armor, weapons, or items? Gonna be starting a new campaign soon and I'm looking for some things that look fun
>>
>>47739632
Fuck it. Make him some other fun vampiro minion. A powered up wight or ghast maybe, hell steal the revenant mechanics. Or use vampire spawn mechanics and call him an experiment in building a new kind of spawn, but it only works on powerful enough individuals.
>>
>>47739656
I think I'll stick with having their body mutilated and her face sewn onto the flesh golem
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>>47739635
One of my players has an enchanted claw weapon which is basically the Jaws of Life meets a Killa Klaw. Two bars in the handgrip, squeezing them closes the claw down on whatever he grapples doing 1d6 damage bleed per round it's grappled. Channels in the claw feed blood into the gauntlet and give him temporary HP if he kills something with the claw or while grappling someone with it.
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>>47739668
Your loss bruv.
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>>47739683
>bloood grooves
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>>47736408
So...no one can help me with this?
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>>47739695
I didn't make up the fluff, I made the mechanics work. It was the weapon a dude in his backstory used so I did what I could with it.
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>>47739706
After much digging, I just found the damn thing myself.

Here is the link to the Mega that contains all the /tg/ class character sheets for posterity.

https://mega.nz/#F!x0UkRDQK!l-iAUnE46Aabih71s-10DQ

Update the pastebin, someone.
>>
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>been playing D&D 5e since launch
>try to get players to learn a new system
>theyre not interested
>keep playing 5e

Kill me, I'm in 5e purgatory.
>>
>>47739863
Well, that's not so bad. In fact, it's pretty good.
>>
>>47732821
>feat synergy

Pathfinder knock-off much?
>>
>>47739912

It's bad. It's fucking bad, dude. D&D is a shitty system, especially when you've been playing for years and know all the ins and outs.

3.5 and PF at least have a ton of content. The trivial amount of stuff they've released for 5e pales in comparison, which is a good thing starting out of course, and good for balance... but holy shit, I've used up so much content I've been forced to homebrew a lot.

I'm not saying 5e is terrible -- it's the best edition for D&D, bar none -- but it's still D&D. After 2ish years of playing, you want something new, something fresh.

Or I guess some people don't, like my players.

On one hand I should be happy they're still enjoying my game, in fact I get pestered frequently to run it, but I'm so burned out when it comes to 5e.
>>
>>47736704
And? You'll never be able to cast sixth level spells as a martial class, unless you take caster levels.

As a caster, you'll be able to do everything a martial can do though.
>>
>>47733236
There are only 2 skill monkey classes. One is a caster, one is a martial. They are equally good at skill monkeying. But one has access to up to 9th level spells.
>>
Anyone ever play in an evil adventuring group? How did it pan out?
>>
>>47739990
>Muh 9th level spells
Window licker detected. You've only "played" on charop boards.
>>
>>47737165
I did. I run the "hardcore" rules, or whatever they call them.

1 long rest = a week
1 short rest = a day.

Martials get worse with these rules than casters do.
>>
>>47739976
And as a caster, you'll never be able to cast a 6th level spell more than twice per day.

Spells do not have nearly as broad a range of utility as you think what with the effects of each being strictly defined and the limited resource of spell slots. Knock is given as the archetypical example of a caster treading all over a martial class, and yet no Wizard in a party that also has a Rogue would ever prepare Knock, and they'd be glad they didn't have to.

Furthermore, the overall power of spells has been considerably reduced since 3.x. There just isn't a noticeable discrepancy between casters and martials any more.
>>
>>47739968

How many groups are you in that you've run out of content to play with? I'm a part of three running groups (been a part of other groups that didn't last) and after a little over a year of play I've only gotten through one full campaign levels 1-13. How are you running out of content considering the massive length of time it takes to even reach the teen levels?
>>
I am of the opinion that GOO Pact is not an adequate representation of the 4th edition Star Pact, in terms of mechanics. GOO seems to focus on manipulation of the mind, while Star Pact (imo) had more of a subversion of time-and-space bent to it. Is there room in 5e mechanical space for that sort of thing?
>>
>>47740018
Nah, I Dm. The only time my players have ever gotten to level 20 was when I let them gain all the levels for plot reasons for a session. They enjoyed it.

But, more importantly: If you're going to artificially and arbitrarily reduce the scope of the game to lower levels, the argument holds true. the half caster martial archetypes have a slower spell progression than full casters. So if you reduce the game scope to level 10, then instead of 9th level spells, my argument becomes martial classes will never have access to 3rd level and higher level spells.

No matter what the scope of the game is level wise, there are features that martials will not have access to.

So let's just forget about that, because it's silly and involves a whole lot of clarification about what levels are reasonable to discuss, for very little payoff on your part, since it doesn't change my argument. Sometimes, players will make it to higher levels. But at all levels of the game, a dedicated caster class has access to game interaction that the martial simply can't replicate.
>>
>>47733111
A commonly forgotten rule is that you can't spend more than a single spell slot per turn. Make sure to apply it.

Other than that just live with the fact it's a high magic game. Every class access to magical abilities any way. Even the fighter.
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>>47740024
you shouldn't compare rogues to wizards. That's intellectually dishonest.

Prepare the skillmonkey martial, to the skillmonkey caster, bards.

For what it's worth, I'm fine with rogues. They are the one martial class that my players so far haven't wanted to kill themselves for playing.

Spells are still incredibly powerful from a utility aspect. All wizards has done is tone down the damage. They haven't changed the fundamental utility imbalance in the slightest.
>>
>>47737043
He looks pretty snuggly, in decent shape too. :3
>>
>>47740157
Unless you have Action Surge, or some other way to gain a secondary action that allows to cast a spell.

>>47740023
That's not what I'd expect. How come martials get worse? Less healing?
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>>47737037
Casts Heat Metal as a bonus action once per day, but the range is touch.
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>>47740313
the extra spell can only be a cantrip from memory.
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>>47740313
less healing, and their once per long rest features are even more scarce than spells. Casters also get ritual casting, which helps them cope way better.
>>
>>47740350
>their once per long rest features
>missing the part where martials and locks are almost entirely per short rest

Also I just realized that the hardcore rest rule is literally how they did magic slot recovery in Gothic Earth and the historical supplements in 2E.
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>>47740313

Martials really like those short rests.
>>
>>47740349

Action Surge double casting works because the "spell and cantrip" dichotomy only applies to spells cast via a bonus action. If you have two standard actions, you can cast two standard action spells no problem.
>>
>>47740165
>killing off your character because they aren't casters.

That sounds like a shitty player kinda situation to me. How do they survive combat situations without a tank? Or is there a cleric tank in your group?
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>>47740377
no fucking way... awesome.
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>>47740388
typically lots of kiting. Though in the current setup, one is playing a half paladin/half mystic, and that seems to be the best I can hope for for a martial class.
>>
The theory is that the Wizard has to carefully conserve his spells because he has a limited amount and the therefore can't go nova. While everyone else just does specialised reliable activities.

In practice this never happened. Most parties won't push on when the spell casters drops below quater tank, and on the rare occasions you can push them on the spell caster is going to be liability now.

It's 'balance' but only in the sense they both have to take turn standing the back contributed nothing to the game.
>>
>>47740410
>In practice this never happened.
Not true unless you literally only ever played 3.5. I have been in groups where I ended up with one spell slot left on a 12th level 2e wizard by the time we were at the end.
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>>47740367
Casters really love those long rests.
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>>47740363
martials are mostly short rest based, but they still have long rest type features. It is mostly the healing, since the martial classes typically take the most damage in a fight.
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>>47740389

Feel free to check after me, look in the PHB under the spellcasting rules. Chapter 10 I think it is. Yes, page 202.
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>>47740426
Suddenly the Durable feat becomes way more attractive. And so does the new Gourmand feat.
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>>47740403
What are your players typically fighting, and what kind of areas are your players usually fighting in? In certain situations I can see kiting working fine but it probably should not be working effectively in every situation in a long running campaign.
>>
What are the "best" or at least the worst ways to build a monk in 5e?

Because Way of the 4 Elements looks like it would be beyond awful with how fast you burn your Ki.
>>
>>47740509
Shadow Monk with a 2 warlock dip for some dank darkness/eldritch sight shenanigans is pretty fun.
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>>47740421
I have been in groups where I ended up with one spell slot left on a 12th level 2e wizard by the time we were at the end.

If the group decided to take a break as soon as he was nearly out, then I think that proves my point.

That said second edition has probably the best balancing of them all simply with the inclusion of spell casting time and interruption. You simply can't just fireball everybody as soon as it's your turn... As much as in other editions.
>>
>>47740539
>If the group decided to take a break as soon as he was nearly out, then I think that proves my point.
We didn't, we kept going. More importantly I wasn't going nova every other fight, I was rationing the whole length.
>>
>>47740350
Barbarian: Rage, long rest
Fighter: action surge, superiority die, short rest
Monk: ki, long rest.
Paladin: divine sense, long rest divine smite, long rest (tied to spell slots) Spell slots (long rest)
Ranger: Spell slots, long rest
Rogue: Stroke of Luck, short rest
Arcane Trickster: Spell slots, long rest, spell thief, long rest

I did just skim, but most of the class features seem to be always on, or tied to long rests.
>>
If one of my party dies to a necromancer and I raise dead them...
1) Am I being a dick?
2) How hard is it to raise them from undead?
3) Do their Souls go to the afterlife or are they used in making the undead?
>>
>>47740509

Here's my experience with the Monk. As a warning, 5e is my first edition.

The first Monk I rolled up, about a year ago, was a Wood Elf Monk that I went 4 elements with. I thought he was fine, a little squishy, but I dealt damage fine levels 1-5. We paused that campaign.

Couple months ago I rolled up my second Monk, a Half-Orc. Having only 15 Dex and Wis was very noticeable. I missed a lot and did next to no damage, and I was incapable of taking any damage either.

My only other experience with the Monk was another player that I played with through the whole of PotA. His Monk was prone to dying and, even with +5 Dex, he didn't seem to do much damage.

I think my first Monk was a fluke. I am pretty sure I got by through the use of Elf Weapon Training and a Longbow, things my Half-Orc Monk did not have. The Half-Orc has taught me that Monks are very weak for the first two levels, down there with the Ranger I think. Not sure about third level, the Half-Orc died before reaching it. I would also consider pumping a Monk's Con stat unusually high as they need it quite badly.
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>>47740596
1. depends on the group
2. depends on the setting
3. depends on the setting
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>>47739968
>It's bad. It's fucking bad, dude
Nah, man. It's pretty good.
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>>47740596
1) No.
2) What do you mean by this?
3) Their souls go to the afterlife. The undead is either mindless (skeleton) or simply an animate creature with all their memories but without a soul (wight, vampire). The exception is for undead that are specifically lost souls (ghosts, specters, wraiths) or for undead creatures that specifically need their own soul (liches, mummies)
>>
>>47739968
I'm stuck in the same rut. I've got one player that would literally rather not play than learn a new system. It's silly.
>>
>>47740592
Ki is a short rest and I don't think the rogue one is that important; it rarely comes up in the majority of campaigns.
>>
>>47740758
Okay, but that's still the majority of class features being long rest or always on.
>>
>>47739683
>bleed per round

What does that mean?
>>
>>47740752
I have a friend that's worse. He wants to play and talks all day about wanting to RP, but once anyone mentions any system he starts saying it's shit, and that we should play freestyle and yadda yadda. So everytime we wanted to play he tried to stop it until someone told him the truth:

>Playing without dice is like fapping.

He was offended by that, and when he discovered we started something without him, but well, good riddance.
>>
>>47740165
>(you) calling me intellectually dishonest
kek

Alright then, let's hear some of these spells that have such incredible, amazing utility that they invalidate martial classes from the system!

Barbarian, Fighter, Monk, every martial in fact is perfectly enjoyable to play (barring Ranger, and even then it's not terrible) and I don't believe you've ever had players, let alone players who unanimously decided they just simply couldn't ever bear to play a martial

And even if all WotC did was tone down the damage then they managed to tone it down to be indistinguishable from background noise.. Casters are not only limited by which spells they learn, but also by what they have prepared that day and for the majority of games, which rarely reach even the early teens in level, that's a big limitation. Even if there was a spell to resolve every situation (which there isn't) even the most knowledgeable and prescient of Wizards can't prepare enough to BE ready for every situation, and trying to be just stretches their thin resources. Meanwhile, martials are much easier to make and play (and quicker too, what with not having to pore through spell lists deciding what to pick) and are at full strength all day, every day, from the get go. It's very simply a contrast between high-risk, high-reward and low-risk, still-medium-reward.

The martial-caster discrepancy exists only in vitro, in an actual game there's no problem. The days of hard tier ranking are over. Let this meme die.
>>
>>47740813
guessing just damage over time
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>>47740668
I meant how difficult would it be for the party to bring them back to life - most spells need a lot of gold and a body, or at least body parts, do undead parts count? It'll be a while before these things are available to them so I think these characters are just written off for now.
I'm glad the dudes get to go to heaven so that it's not soul rape, it's JUST body mutilation.
Thanks
>>
>>47740571
Well that's honestly the first time I've heard it works as intended so congratulations.

I just don't think balancing classes by the their differencing level of resource management works at all personally.

It's just an bad old school design philosophy. Like 2rd ed's racial caps and differing level rates.
>>
>>47740873
It works when you understand that not everythig is to be done at a leisurely pace and that the world's NPCs are people with schedules of their own.
>>
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>>47740823
Scaling cantrips invalidate the Martial's combat role, by letting casters do almost as much damage as them (the difference between damage isn't relevant).

Every other spell on top of that is another slice of game interaction the martial can't have. I don't need to point out specific examples, I just need to point to the fact that there is an entire dimension of game interaction martials don't get access to. If you put everything a martial can do in a circle, and everything a caster can do in a circle, the caster circle completely swallows up the martial circle. Are you so dumb that I have to explain how venn/euler diagrams work?

But sure I'll bite this low tier b8 of yours. Why don't you tell me how a martial can invalidate combat encounters by levitating, or drowning dungeons with control water, or turning a kraken into a rabbit. Tell me how the martial gets halfway across the world in a single game session. Tell me how the martial gets to ask for and receive honest answers about the murder mystery from God, or even speak to the murdered. Tell me how a martial can grant wishes (which can theoretically be anything), or summon creatures to do the martial's own job better than it.

Until martials get their own equally large slice of the game that casters don't, there is a fundamental imbalance. This is why FFG star wars does it so well. Skills and force powers use the same resource to learn and develop, so while anyone can be a spell caster, doing so comes at the cost of your ability to interact with the world in ways that spellcasting can't help you with.

Then you've got the shit tier DMs that actually enforce caster supremacy even more than the rules already do.

Pic somewhat related.
>>
>>47740921
The suggested adventuring day pace is stupid. The guidelines suggest 6-8 medium or hard encounters per day, iirc.

That's more fighting density than you'll see in any action movie. From a narrative/story perspective, it rarely makes sense to follow the standard encounters/day guidelines.

Also, the casters can just force long rests/short rests, with spells like rope trick or leomund's tiny hut.
>>
>>47741097
That's why the gritty rule is imo much better, except with two short rests a day being allowed.

>the casters can just force long rests
Rope trick is nowhere near what it was and if you start using rope trick, I'm going to start having BBEGs who aren't too fucking stupid to have a wizard or cleric on retainer.
>>
>>47740921
Your missunderstanding my point.

The problem isn't that the party gets regular rest breaks or not, it's how class balance is directly tied to it.

Spell casters will need to rest before they are effective again. While other classes simply aren't that valuable in play untill the rest of the party has been exhausted.
>>
>>47741176
>Spell casters will need to rest before they are effective again.
Casters have other things than spells. 5e casters, especially, aren't useless without spell slots. If they demand a rest, you fuck up their long rest, make sure it counts as short.

If there's never any urgency what's the point?
>>
>>47740509
First two levels pump Dex Con and Wis in that order.
Use darts for the most part.
At lvl 3 you get your archetype and can switch to spears/shortswords.
At lvl 4 pick up a feat like blademaster or spear mastery or just pump your Dex up .
>>
>>47740847
>do undead parts count?

It's my understanding that you have to kill the undead creature first before you can bring it back to life.

So if your best buddy has been raised as a vampire, you can't just strap the vampire to a table and cast Raise Dead, you need to kill the vampire first.

Also I should point out that everything I said is only the standard D&D assumption, it depends a bit on the setting.

For example, in Bram Stoker's Dracula, and therefore I would assume Ravenloft, vampires DO have their souls still trapped inside their bodies. Their souls can't pass on until the vampire is killed.
>>
>>47740991
>the difference in damage isn't relevant.

The difference in damage is quite relevant, especially in late levels. The difference in damage between the casters turn to turn cantrip attack and the fighters or barbarians turn to turn weapon attacks can be anywhere between 15 and 60 points of damage.

>invalidate combat encounters by levitating, or drowning dungeons with control water, or turning a kraken into a rabbit.

Though there are ways casters can counter combat situations (exposing weaknesses to sunlight or other elements or certain spells used on certain creatures, like banishment on fiends), it's usually not easy to do or it only works in very certain situations. just levitating out of reach only works if your only fighting creatures with no form of reach or ranged attacks. This should rarely ever be the case. I'm not sure how you can drown a dungeon, unless it's already flooded, Where most likely the inhabitants either do not require air or can breathe water. Polymorphed creatures revert back to normal if killed. If you turned a kraken into a bunny it would probably drown and then revert to normal and hunt you down.
>>
When do casters become better than martials? 2nd level spell slots? 3rd?
>>
>>47741409
When they can beat a Fighter of the same level 1 on 1.

Basically never.
>>
>>47741409
Level 1, when they get 1st level spells.
>>
>>47741409
In combat or in utility? In combat, they are never "better" than martials. They provide great crowd control, buffs, and solid enough damage, but can't tank for very long.

In utility, it just depends on the game and the DM.
>>
>>47741406
It is irrelevant, because you're exaggerating the damage. The damage difference is only as high as you say it is when you consider class features like action surge. But if you're going to do that, you have to compare it to similar class features, like quickened spell or twinned spell. An eldritch blasting cheese sorc with quickened spell does nearly as much damage as an action surge fighter, more often than the fighter can. The fact that you even thought action surge against a regular cantrip cast was a valid comparison demonstrates your intellectual dishonesty. Again.
>>
>>47736468
>Depends on where you are in the realms, etc.
Still humanoid, I mostly just wanna do the monster girl harem thing but actually be schtupping them in-character instead of having them all compete for my affection or whatever.

My DM asked for a long-term goal for my character, so I thought I'd go with something that will work with travel and let him do different encounters. I assume it'll be something like Pokémon, all things considered.
>>
>>47741543
>Every caster is simultaneously a level 20 Bard, Cleric, Sorcerer and Wizard
Go away
>>
>>47741723
>every argument is a level 20 strawman

You first.
>>
>>47741543
You are incompetent. I compared the evocation wizards fire bolt for 4D10 + 5 int. to the fighters 4D8+28 s&b duelist / 8D6 + 60 GWM. There were no action surges, superiority dice, or anything of the like calculated in my initial calculations. Just feats and always active class skills.
>>
Whats the best character builder tool? Orcpub is still missing tons of content.
>>
>>47741543
Cantrip damage is always lower than rogue sneak attack damage, and rogues are on the low end of martial damage
>>
>>47741892
A character sheet and the PHB.
>>
>>47741285
>If they demand a rest, you fuck up their long rest, make sure it counts as short.
>If there's never any urgency what's the point?

Again you're not again you're not understanding my point.

The other classes simply aren't needed until you reach a point in the game when you have actually exhausted the spell caster.

the role of marshals class is effectively simply standing by and img wait for the wizard to fire ball the majority monsters so they can tagteam in and act as cleanup crew. The only time they would go in first is if they suspected there was a big monster afterwards.

If the class balance is *dependent* on castor not getting a rest, why not just half the available spell slots to the Wizard? Save the hassle on the DM from having to carefully pace his encounters


Second edition actually dealt with this by making spell interruption of thing. Sadly it got dropped in all future additions.


.
>>
>>47741900
Mean damage of 35 for 10d6 sneak attack damage
Mean damage of 42 for 4d10+20 (assuming 5 spellcasting mod).

Assuming a 5 mod in whatever the damage stat is+ the weapon damage roll, the rogue probably does outdamage the caster slightly. Very slightly. Not enough to make a difference IMO.

>>47741835
>4d10+5
No. 4d10+20, since we're going to compare the high damaging warlock to the high damaging fighter.

>4d8+28
what. Are you arbitrarily assuming a +7 modifier for damage on each attack? No. 4d8+20. Warlock has higher damage

>8D6+60 (-5 to attack roll)
Fixed for clarity. Assuming you're fighting against people with low ACs, that does outdamage the warlock significantly. Assuming you're fighting against people with high ACs, you won't hit most of them, and the warlock is back on top (or roughly par if you choose not to take the -5).
>>
>>47742046

Fair enough on your first point. I'll let it roll with warlock, despite the fact that you usually use wizard for your caster supremacy argument.

>what is the duelist fighting style.
Your an idiot. It's 4D8+28 because the duelist fighting style gives +2 to your Weapon attacks with one handed weapons. In a similar way how the agonizing blast adds cha to each bolt of eldrich blast.

> minus 5 to hit at lvl 20 is extremely significant

While the minus to hit is a sour note of the GWM, assuming both sides roll average (the only fair way to calculate this) the GWM still hits ac 16 which will cover most average enemies. Only the plate armor wearers and the like will be safe from the GWM nova.


Though to be fair I will give credit where credit is due. when going full hyper nova, fighter 2/warlock 2/sorcerer 16 does 21 more damage that fighter 20 with GWM and the Hex spell.
>>
>>47735296
They shouldn't be using that as their only precaution. I'd at the very least want to get in a room and position the hut to block the door too. Ideally I'd rather leave the dungeon entirely beforehand.

If they literally just cast it in the middle of a dungeon corridor and try to sleep there, that's not very smart of them.

Dispel magic is a common spell. If you already intended to have that caster there for reasons other than screwing the players, I think it's fair game.
>>
There was some major Forgotten Realms hate going on the other day. As a new GM who's having fun so far learning about and running the setting, I'm curious as to why the Realms get shat on. Is it because they're generic and kitchen-sinky? Or is it overshadowed by other settings? Or does the hate come from it being the setting with almost all the attention in 5e? Or is it that 'real' GM's are supposed to do it all on their own, and nothing prewritten is acceptable?

Personally I'd love to try Dark Sun, but even with the 2e pdfs I have and the 5e homebrew guide, it'd be a lot more work. I've asked about it before, but it sounds like nobody's been running it in 5e. Am I wrong in that assessment?
>>
>>47743537
>Is it because they're generic and kitchen-sinky? Or is it overshadowed by other settings? Or does the hate come from it being the setting with almost all the attention in 5e?
All of these
>>
>>47743617

Ok, kinda what I figured. Thanks. Are any of the other established settings well liked/respected?
>>
>>47741892
Roll20 is very helpful in building sheets, since it does most of the math for you, and also rolls the relevant dice. To top it off, they have a 5e SRD with most of the spells so you can just drag and drop them on your sheet instead of having to write everything down.
>>
>>47743537

FR is generic as fuck and is contaminated with a shit ton DMPCs put in by decades of writers.

It was also completely fucked over in the transition to 4e and honestly nobody is happy with the current status quo.

It's basically contaminated by massive amounts of cruft which means almost all of it has been developed and it also has some of the worst canon nazis known to man which make running a campaign with canonfags awful
>>
>>47743537
AD&D1e FR: Fucking amazing setting, with an awesome world to explore, and all sorts of interesting things to pull out, some nations purposefully left vague so you'd be forced to fill in the blanks for your own game.

AD&D2e FR: Loads of writers, suddenly world ending events, artifacts, and prophecies every other week, shit tons of powerful NPCs show up in every place instead of just where appropriate. Good guys always win, bad guys are always captain planet villains. This is also the edition that introduced a lot of the 'fun' lore that people remember in addition to a lot of the bad.

D&D3e FR: Setting lost what few teeth TSR let it keep, everything is black and white, the world was shrunk down considerably, entire nations vanished, cultures changed dramatically. This edition made the setting far easier to get into and read the books on, but also removed what got a lot of AD&D fans into FR, also included most of the big name NPCs who were previously listed as "optional" in supplemental books as part of the core to the setting.

D&D4e FR: The setting was completely trashed because marketing said it would be easier to destroy the setting and make a new one with the same name than to adapt it to 4e. Needless to say there are very few people who care for this, and quite a few of its early adopters were saying they liked it out of spite, which meant they left for other settings shortly after.

D&D5e FR: Retconned most of 4e FR, is in a weird state with references to previous FR editions while trying to be its own FR.

Also as >>47744137 said, a lot of FR fans are insufferable cunts, who cannot stand the idea of going 'off canon'.
>>
>>47744137

Thanks. Cruft = crappy fluff I take?

>>47744374

And thanks as well. My players are all noobs so I don't have to worry about canonfagging What exactly was so good about the 1st edition FR, compared to, say, Krynn or Grayhawk? What were its 'teeth' you refer to?
>>
>>47744374
2E had bad, but it had Zakhara, Maztica and Kara-Tur and I suspect they're a huge part of the nostalgia along with the obvious heavy links to Spelljammer and Planescape; Waterdeep being more or less a suburb of sigil was already a 2E thing.

But FR canonfags are definitely annoying as fuck.
>>
>>47744541

Any good canonfag stories?
>>
>>47744673
Nothing huge in particular, just teenage nonsense with a player who decided I should be faithful to the Drizzt novels in a region that happened to involve them

So I moved the gay away from this region and started having fun again.
>>
>>47744541

Any good canonfag stories?
>>
>>47744688
>moved the gay
I moved the game (although it was kind of gay)
>>
>>47744541
That is true, I forgot to mention 2e is where the FR went from a continent in an unknown world to a part of a much larger setting.

>>47744505
Compared to Krynn, back in the day people actually considered Faerun and Krynn fairly similar in that they had huge interesting settings and cool places to go. Unlike Krynn, FR didn't require you to follow all sorts of novels to know what the fuck was going on in a region though. 2e would change that.
Compared to Greyhawk, FR was compared favorably for the fact that while it had the interesting dungeons and secret locations it maintained an internal consistency that wasn't thrown out the window just because some asshole wants their friend's PC to be a major power player who completely shaped a region/area. 2e would also change that.

In terms of teeth, my favorite examples are things like the Harpers, who are considered a mostly good group, but are also considered terrorists for their meddling and acts of anarchy as they actively work against the formations of nations or any 'too large' alliances within their territories.
And then the whole nation of cormyr, which is both a wonderful place with great people and good laws, and a medieval 1984. The war wizards of Cormyr randomly read people's minds for disloyal thoughts, civilians will gladly report you to the authorities if they think you're acting suspicious. The knights take such reports seriously. The final test to become a war wizard involves a private meeting with the head war wizard who reveals to you that by the rules he's supposed to geas you to always serve the crown, etc, etc, but he is planning on only pretending he did so so that you may serve in his private wizard army for overthrowing the crown, etc, etc. If you accept or hesitate, you are to be executed on the spot, as knights rush in to ensure you do not struggle. If you vehemently refuse or even try to attack the head war wizard you are subdued, geas'd, and welcomed as a war wizard.
>>
>>47744742
>medieval 1984
Holy shit that bit about Cormyr is amazing.
>>
>>47744867
It's one bit of lore I've never budged from no matter how hard 3e tried to lighten the place up.

Also even in 2E the Harpers were pretty damn grey in their efforts to make things stay good and free, given that they're part time antagonists in BG2.
>>
>>47744867
Yeah, Cormyr was fucking amazing.
It's part of why I find it so offensive that despite 5e trying to throw back to AD&D, they kept the 3e version of everything is holly jolly.
>>
>>47745009
Doesn't Cormyr only have like, a one paragraph blurb though
>>
>>47744742

That sounds awesome, great post anon. Gonna have to look at some of that old school setting fluff.
>>
>>47743537

Also interested in Dark Sun. Any oldfags here ever run it?
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