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Kaysette
Jan 5, 2009

~*Boston makes me*~
~*feel good*~

:wrongcity:
If you're not planning on raising your int, I'd be inclined to take Lucky to give yourself a better shot at making spells stick. As CR increases you'll need all the help you can get since your spell attack bonus and DC will be so low.

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Caphi
Jan 6, 2012

INCREDIBLE
Hang on a second. If you're a multiclass cleric 5/X caster 4, you have the slots of a caster 9th. I get that. And you only get 2+wis cleric spells. I get that. But you can only prepare cleric spells up to 3rd?

Bad Seafood
Dec 10, 2010


If you must blink, do it now.

Kaysette posted:

If you're not planning on raising your int, I'd be inclined to take Lucky to give yourself a better shot at making spells stick. As CR increases you'll need all the help you can get since your spell attack bonus and DC will be so low.
My DM, as good a guy as he is, has loudly expressed his disdain for Lucky, so I kinda doubt he'd let me take it.

I dunno whether or not I'm ever gonna raise my INT at this point since I've had a lot of fun planning around the fact that it's so low. I've been largely avoiding "Save" and "To Hit" spells in favor of ones that just work automatically or produce some other benefit. At level 2 I picked up the School of Necromancy, and have already hatched some horrible plans for my faithful skeletal servants.

We rolled up our characters around the same time as I was listening in on a conversation about how wizards were overpowered and left everyone behind, so while I didn't have to keep my low INT wizard I decided to anyway just to see what I could make of him. I actually took the time to sit down and plot out his spell selection up to level 10, assuming he lives that long.

kirtar
Sep 11, 2011

Strum in a harmonizing quartet
I want to cause a revolution

What can I do? My savage
nature is beyond wild

Caphi posted:

Hang on a second. If you're a multiclass cleric 5/X caster 4, you have the slots of a caster 9th. I get that. And you only get 2+wis cleric spells. I get that. But you can only prepare cleric spells up to 3rd?

You can prepare 5 + wis cleric spells per day since you have 5 levels in cleric. You would be able to prepare up to level 3 cleric spells, but could cast spells using the 5th level slot.

Gerdalti
May 24, 2003

SPOON!

Bad Seafood posted:

Currently running a low INT (10) wizard in a friend's campaign (everyone rolled 3d6, in order, for their stats); level 4's coming up and I'm divided as to which of two feats to take in place of a simple ability score improvement, Magic Initiate or Resilient. At a glance, Resilient feels like the more obvious choice since getting to add my proficiency to CON saves seems like a pretty sweet deal (be it rolling to maintain concentration or surviving an attack), but Magic Initiate would allow me to borrow some useful cantrips and a spell from another class (currently thinking cleric - Guidance, Spare the Dying, and Cure Wounds or Bless). With 10 INT I'm not much of a powerhouse when it comes to dealing damage, so I've mostly been focusing on utility and support spells, but I plan to branch out into summoning once those spells are available to me. If I take Magic Initiate now, I'll probably take Resilient later, but if I take Resilient now I dunno if I'll take Magic Initiate down the line. Thoughts? Something else I should consider?

On a more minor note, all my stats are even, so that +1 from Resilient is probably gonna bug me something fierce.

EDIT: Actually, now that I've written all that out and posted it, Magic Initiate seems like the better choice. I'll probably just go with that, though I'd still be interested in hearing other people's opinions.

Ignore, I misread.

atholbrose
Feb 28, 2001

Splish!

Kurieg posted:

If I could Stop Time in a Battle
The only thing that I could do
Is summon some things because attacking things
Is too strong, according to the rules


Splicer posted:

If I could make fights last forever
If rules didn't say what to do
I'd save every clarification and ask
my GM, who'd pretend that he knew.

But there never seems
to be enough rounds
to hit the things
you wanted to hit
before the mage blasts them

Thelonius Van Funk
Apr 7, 2007
Oh boy
So I'm going to be GMing a oneshot adventure with my regular group this weekend and it's been easily ten years since I've been on the other side of the screen. I was planning to run Shadows over the moonseas. Does anyone have any tips or suggestions, either general or specific to that adventure? I feel like I have a good handle on combat rules and the like but what are common mistakes for a new GM I should keep in mind?

CaPensiPraxis
Feb 7, 2013

When in france...
Read over it carefully and plan how you'll resolve any gaps or mistakes in the adventure. In my experience with previous season's modules, these occur fairly frequently, though they're generally harmless. It's just helpful to know ahead of time.

lifg
Dec 4, 2000
<this tag left blank>
Muldoon
My rule for for improv (and panicking) is to ask my players what's skill they're using and have them roll against DC 15. It can lead to absolutely crazy solutions working, but that's half the fun.

Boing
Jul 12, 2005

trapped in custom title factory, send help
I think people shouldn't run published adventures because they encourage bad GMing habits and are usually terribly written anyway, but I know that isn't really advice.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Boing posted:

I think people shouldn't run published adventures because they encourage bad GMing habits and are usually terribly written anyway, but I know that isn't really advice.

What usually happens with me is that I read the first 2-3 pages of a published adventure, then make like Steve Carrell stopping himself from watching The Office UK because he didn't want to end up aping Ricky Gervais.

So the broad outline of the Lost Mines of Phandelver would be:

Dwarf wants you to escort a wagon to Phandalin, wagon gets ambushed by goblins on the way, goblins can be tracked to a cave hideout, the hideout has maybe 3-4 significant rooms and at least one waterfall, and there's a bugbear boss at the end.

But I don't have the adventure book in front of me because all that's supposed to mutable.

Bad Seafood
Dec 10, 2010


If you must blink, do it now.
Rewrite the module as you see fit or toss out the plot altogether and write your own, just keep the maps and maybe one or two good ideas you happen to have while perusing its pages.

poor life choice
Jul 21, 2006
I figured if I were ever roped into DMing I could largely just steal the loot tables and encounters from a premade module and reskin/tweak them for my otherwise custom adventure.

GenderSelectScreen
Mar 7, 2010

I DON'T KNOW EITHER DON'T ASK ME
College Slice

Bad Seafood posted:

Rewrite the module as you see fit or toss out the plot altogether and write your own, just keep the maps and maybe one or two good ideas you happen to have while perusing its pages.

I do this with Pathfinder's modules and APs all the time, mostly because they love to do that "enemy ambushes you in the middle of the room" every room it seems.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
I actually came here to ask if there were any decent published adventures. Beginner GM here, so I need more structure than pulling plot threads out of my rear end offers, but at the same time I'm keenly aware that, say, a giant melee with a dozen kobolds like the one that opens Hoard of the Dragon Queen is no good. I actually sat through that and watched a dwarf barbarian get crit to death from full hp.

I guess what I'm asking is, how do I write adventures? I'd like to run in Eberron, and I know I should try to leave some room for player agency, but I already have trouble with encounter balance and I don't want to have to come up with stats on the fly.

Kibner
Oct 21, 2008

Acguy Supremacy

Captain Walker posted:

I actually came here to ask if there were any decent published adventures. Beginner GM here, so I need more structure than pulling plot threads out of my rear end offers, but at the same time I'm keenly aware that, say, a giant melee with a dozen kobolds like the one that opens Hoard of the Dragon Queen is no good. I actually sat through that and watched a dwarf barbarian get crit to death from full hp.

I guess what I'm asking is, how do I write adventures? I'd like to run in Eberron, and I know I should try to leave some room for player agency, but I already have trouble with encounter balance and I don't want to have to come up with stats on the fly.

As far as encounters go, you want a small handful of stat blocks ready to go. You then re-skin them for whatever appropriate situation the players get in to.

For adventure stuff, you setup a goal and a small number of important people/places/things, relevant to that goal. Adjust things as the players interact them. Pay special attention to the banter of the players and let that shape the world and goal/quest.

It does take practice to improv like this, but it means you don't have to prep nearly as much and helps players become more invested in the game since they get a say in it.

e: My favorite thing to reference for this is Sly Flourish's The Lazy Dungeon Master.

Noxin of Shame
Jul 25, 2005

:allears: Our Dan :allears:
Hey thread,

I'm relatively new to D&D, having only played a handful of levels of 4e before. Joining a new game, and I'd like some advice -- The description of our campaign is a little bit The Breakfast Club:

quote:

'Detention'
The player characters are the underachieving students in their last year at an adventurers academy, constantly living in the shadow of the party of straight-A students. After graduation, they’ll have to work extra hard to make a name for themselves.
My character concept is that my family wants me to follow in the family business, but much to my fathers disappointment, I just want to dance :dance: -- thanks Footloose and Dirty Dancing. So I'm thinking a fancy footwork, swashbuckling, dual rapier-wielding rogue will do the job nicely.

Any recommendations for which race to go for, that fits thematically as well as providing good racial benefits? Like, I hear elves make good rogues, but an elvish dancer wouldn't necessarily be seen as such a rebellious career choice.

NachtSieger
Apr 10, 2013


Be a bard.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
Variant Human is the best at literally anything, elves and halflings are amazing rogues (elves probably better), half-elf is a good "second best" and probably fits the whole rebellious thing more (STUFFY ELF DAD JUST DOESN'T UNDERSTAND - I GOTTA DANCE!). Be a swashbuckler, then sigh at rapiers and realize that you cannot actually dual wield them without taking an overall mediocre feat, and end up with daggers. Max dex at all costs. Lucky is the best feat in the game, Magic Initiate is something probably everyone wants because :laffo: @5e characters who have no magic at all.

ProfessorCirno fucked around with this message at 01:17 on May 27, 2016

Generic Octopus
Mar 27, 2010

Noxin of Shame posted:

Hey thread,

I'm relatively new to D&D, having only played a handful of levels of 4e before. Joining a new game, and I'd like some advice -- The description of our campaign is a little bit The Breakfast Club:

My character concept is that my family wants me to follow in the family business, but much to my fathers disappointment, I just want to dance :dance: -- thanks Footloose and Dirty Dancing. So I'm thinking a fancy footwork, swashbuckling, dual rapier-wielding rogue will do the job nicely.

Any recommendations for which race to go for, that fits thematically as well as providing good racial benefits? Like, I hear elves make good rogues, but an elvish dancer wouldn't necessarily be seen as such a rebellious career choice.

Rogue won't actually give you much; you only get one bonus action per turn, so if you're dual-wielding you either need to choose between making a second attack with your other blade, or dashing/hiding via Cunning Action at level 2+. Bard gives you both Expertise and Jack of all Trades for skills, and also full spellcasting.

Your race doesn't matter that much; in your case, if you go Rogue, Elf & Halfling offer +2 Dex, while Human can get a free Feat. Basically echoing Cirno.

Mecha Gojira
Jun 23, 2006

Jack Nissan
Swashbuckler who just wants to dance is literally just a Bard. Just play a bard. Play a bard.

Play a bard.

We still need to change the thread title to reflect the general consensus of "What class should I play?"

Machai
Feb 21, 2013

Noxin of Shame posted:

Any recommendations for which race to go for, that fits thematically as well as providing good racial benefits? Like, I hear elves make good rogues, but an elvish dancer wouldn't necessarily be seen as such a rebellious career choice.

Orc. You must dance to ignore the malevolent pull of Gruumsh.

Generic Octopus
Mar 27, 2010

Mecha Gojira posted:

Swashbuckler who just wants to dance is literally just a Bard. Just play a bard. Play a bard.

Play a bard.

We still need to change the thread title to reflect the general consensus of "What class should I play?"

tbf he was asking about race, not class; the bard stuff is unprompted advice.

But yea: D&D Next/5e: Play a Human Bard.

Noxin of Shame
Jul 25, 2005

:allears: Our Dan :allears:
Yeah, I'm a singer irl, so was hoping to engage a bit more in fantasy rather than what I know. My initial concept was something along the lines of "gently caress you Dad, I don't want to be a bard -- I just want to do taxes, gosh!", but I'm too new to the game to have a clue on how playing an accountant would work.

Hwurmp
May 20, 2005

be a Human Bard and do awful slam poetry instead of songs

Machai
Feb 21, 2013

Talk only like this
Take forever to say things
Make your friends hate you

Noxin of Shame
Jul 25, 2005

:allears: Our Dan :allears:

ProfessorCirno posted:

Variant Human is the best at literally anything, elves and halflings are amazing rogues (elves probably better), half-elf is a good "second best" and probably fits the whole rebellious thing more (STUFFY ELF DAD JUST DOESN'T UNDERSTAND - I GOTTA DANCE!). Be a swashbuckler, then sigh at rapiers and realize that you cannot actually dual wield them without taking an overall mediocre feat, and end up with daggers. Max dex at all costs. Lucky is the best feat in the game, Magic Initiate is something probably everyone wants because :laffo: @5e characters who have no magic at all.

This is sweet advice, thanks.

Generic Octopus posted:

Rogue won't actually give you much; you only get one bonus action per turn, so if you're dual-wielding you either need to choose between making a second attack with your other blade, or dashing/hiding via Cunning Action at level 2+. Bard gives you both Expertise and Jack of all Trades for skills, and also full spellcasting.

Your race doesn't matter that much; in your case, if you go Rogue, Elf & Halfling offer +2 Dex, while Human can get a free Feat. Basically echoing Cirno.

Cantrips like prestidigitation, thaumaturgy or dancing lights would fit I think, but I don't really want to get too deep into spellcasting. I would however dip into some multiclass action to get an additional attack. If a rogue only single wields, what would they use their other hand for? Apart from making the :ssh: gesture. Shields? Holy symbols??

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
Hanging off things.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
Be an Orc Fighter. Get a spiked chain. Claim it's a rhythmic gymnastics ribbon. Kill things with your floor routine.

Hwurmp
May 20, 2005

Noxin of Shame posted:

Cantrips like prestidigitation, thaumaturgy or dancing lights would fit I think, but I don't really want to get too deep into spellcasting.

do you have a deep and abiding love for the phrase "I attack"

so much so that you never see yourself tiring of it, or ever wanting anything else

bewilderment
Nov 22, 2007
man what



Noxin of Shame posted:

Yeah, I'm a singer irl, so was hoping to engage a bit more in fantasy rather than what I know. My initial concept was something along the lines of "gently caress you Dad, I don't want to be a bard -- I just want to do taxes, gosh!", but I'm too new to the game to have a clue on how playing an accountant would work.

Totally possible to be a Bard that's not a singer. Even the 5e PHB says "That guy leading a war charge, slamming his fist on his chest? Totally a bard."

Class names are just names, they don't carry any weight. Your character doesn't actually say "I am a fighter" or "I am a wizard".

A kooky spellcaster with a book might call themselves a 'mage' but they could be a wizard, a cleric of knowledge, a warlock with the tome of the Book, or a lore bard that likes books.

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal

Noxin of Shame posted:

Yeah, I'm a singer irl, so was hoping to engage a bit more in fantasy rather than what I know. My initial concept was something along the lines of "gently caress you Dad, I don't want to be a bard -- I just want to do taxes, gosh!", but I'm too new to the game to have a clue on how playing an accountant would work.

A wizard mathemagician is fine but maybe make it contract law and be a warlock.

Bad Seafood
Dec 10, 2010


If you must blink, do it now.

Noxin of Shame posted:

Yeah, I'm a singer irl, so was hoping to engage a bit more in fantasy rather than what I know. My initial concept was something along the lines of "gently caress you Dad, I don't want to be a bard -- I just want to do taxes, gosh!", but I'm too new to the game to have a clue on how playing an accountant would work.
Pick Guild Artisan for your background (p.132) and talk to your DM about retrofitting one of the existing guild options (and relevant artisan kits) to encompass crunching the numbers, buy an abacus, then advertise yourself as a traveling bookkeeper whenever you stroll into town. Assuming your DM isn't a wet blanket, he or she should throw some work your way.

As I mentioned earlier, my current character is a low INT wizard. After rolling him up, I decided he probably only graduated from wizarding school by the skin of his teeth, the bottom of his class, and so had to make a living as a traveling scribe and public notary. Whenever our group shows up in a new location where there's money to be made I have my guy pull up a box, cast Tenser's Floating Disk to serve as a makeshift desk, take out his calligrapher's supplies - papers, ink pens, ink bottles, sealing wax, an hour glass, and proof of guild membership - and announce loudly that he's here to transcribe, translate, or officiate whatever the locals need (complete with a flashing "Neon" sign courtesy of Minor Illusion). I've made a pretty penny writing things down for the illiterate, signing off on wills and contracts and the like. My guy's one intellectual talent is a gift for languages (speaks six, reads everything, and can cast Comprehend Languages for the rest), so he also hawks his services as a personal translator. The party loves it since I can cover their room and board and spot them some change when they need it.

If they're at all interested, try to rope in a few of your party members for fun and profit. A few times our bard's pulled a public performance "Sponsored" by my guy's business, and consequently raked in a fair bit of cash for the both of us. Capitalism, ho!

Noxin of Shame
Jul 25, 2005

:allears: Our Dan :allears:

goatface posted:

Be an Orc Fighter. Get a spiked chain. Claim it's a rhythmic gymnastics ribbon. Kill things with your floor routine.

Love this -- While Christina Aguilera's "You are beautiful, no matter what they say" is piped over the battle. There would be tears.

Really Pants posted:

do you have a deep and abiding love for the phrase "I attack"

so much so that you never see yourself tiring of it, or ever wanting anything else

Sure, why not, although I'd probably say that my blades are en pointe. Is playing a straight melee character that underpowered? Or is it just about descriptors of what your powers say, and that you get to roll some different dice?

Bad Seafood posted:

Pick Guild Artisan for your background ...:words:... Capitalism, ho!

That's pretty great!

Noxin of Shame fucked around with this message at 03:55 on May 27, 2016

NachtSieger
Apr 10, 2013


Noxin of Shame posted:

Is playing a straight melee character that underpowered?

Not having spellcasting means you have dick all to do during fights except "I attack", and outside of fights you have nothing useful to contribute that a spellcaster couldn't do.

Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.

chaos rhames posted:

A wizard mathemagician is fine but maybe make it contract law and be a warlock.

Oh yeah and infernal lawyer fits the gently caress you dad thing so well. Reskin everything as Pheonix wright levels of 'law' and go ham.

Generic Octopus
Mar 27, 2010

Noxin of Shame posted:

Sure, why not, although I'd probably say that my blades are en pointe. Is playing a straight melee character that underpowered? Or is it just about descriptors of what your powers say, and that you get to roll some different dice?

There aren't powers like in 4e; the closest you'll get are things like the Fighter's Maneuvers, Monk's poke-of-death, etc. As a Rogue, the only thing you do is basic attack and add Sneak Attack damage. At later levels you'll get some passive defensive features, but "I attack" is not an exaggeration of how limited your combat actions are. This is why you'll generally get advice to avoid the martial classes, because they're pmuch all like this to some extent. Most everything you might've called a power in 4e is a spell here.

To add insult to injury, Rogue's default archetype choices range from "I jump and climb sorta better", "I can do at levels 9 & 13 what a Warlock could do at 2, but it takes me a week/3 hours instead of an action", and "I'm a spellcaster but lovely and should've just multiclassed instead." Its only saving grace is the Swashbuckler archetype from an Unearthed Arcana article, which has some alright abilities.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
The only two times you ever want to dual wield are if you're a swashbuckler rogue (who don't require Cunning Action) or a blades bard, and the blades bard is a valor bard but not as good.

Mecha Gojira
Jun 23, 2006

Jack Nissan
Valor Bard, reflavor your shield as a parrying dagger. At level six you'll get an additional attack per round anyway.

But by that point you won't care because you'll totally blow everyone's minds with your spells, maaaan. Literally. Like make their heads explode. Hypnotic Pattern also makes for an amazing rave sequence.

Race doesn't matter all that much. I played the awful Warforged from Unearthed Arcana and despite not having the proper starting stats, still wrecked as a Valor Bard.

Mecha Gojira fucked around with this message at 07:36 on May 27, 2016

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kirtar
Sep 11, 2011

Strum in a harmonizing quartet
I want to cause a revolution

What can I do? My savage
nature is beyond wild

Generic Octopus posted:

There aren't powers like in 4e; the closest you'll get are things like the Fighter's Maneuvers, Monk's poke-of-death, etc. As a Rogue, the only thing you do is basic attack and add Sneak Attack damage. At later levels you'll get some passive defensive features, but "I attack" is not an exaggeration of how limited your combat actions are. This is why you'll generally get advice to avoid the martial classes, because they're pmuch all like this to some extent. Most everything you might've called a power in 4e is a spell here.

To add insult to injury, Rogue's default archetype choices range from "I jump and climb sorta better", "I can do at levels 9 & 13 what a Warlock could do at 2, but it takes me a week/3 hours instead of an action", and "I'm a spellcaster but lovely and should've just multiclassed instead." Its only saving grace is the Swashbuckler archetype from an Unearthed Arcana article, which has some alright abilities.

The Swashbuckler archetype made it in officially with SCAG. Oh also booming blade if you don't mind giving up your offhand attack.

ProfessorCirno posted:

Variant Human is the best at literally anything, elves and halflings are amazing rogues (elves probably better), half-elf is a good "second best" and probably fits the whole rebellious thing more (STUFFY ELF DAD JUST DOESN'T UNDERSTAND - I GOTTA DANCE!). Be a swashbuckler, then sigh at rapiers and realize that you cannot actually dual wield them without taking an overall mediocre feat, and end up with daggers. Max dex at all costs. Lucky is the best feat in the game, Magic Initiate is something probably everyone wants because :laffo: @5e characters who have no magic at all.
Elves get proficiency with shortswords and longbows if weapon choices are a concern.

kirtar fucked around with this message at 17:36 on May 27, 2016

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