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My Lovely Horse posted:Madness at Gardmore Abbey trip report: super fun so far, my players are having a good time and so am I. It's such a different feeling from prepping session to session to have a whole complex megadungeon laid out ready to use with the party being able to go wherever they want. Consequently they made a beeline straight for the area where level 10 enemies dwell and already cleared probably the most lucrative encounters in the module. Clearly it took its new title as the CAUTION GARGOYLE to heart and now perches right before extremely dangerous things. Steep ledges, spike traps, murderous monsters etc.
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# ? Mar 5, 2017 17:57 |
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# ? May 14, 2024 06:35 |
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so I was building up a new character for a game using the old Offline Character Builder, and after I was finished I remembered I had another character sitting in it, but when I loaded it up it seemed to not have remembered the class info(I had selected one of the Essentials classes), indeed on double checking, it seemed all of the info for supplements after PHB 3, when I clearly remember it having more or less everything through the end of Essentials in the past(through using the CBLoader program), anyone have any idea how to fix this, especially since the CBLoader wiki went dead a long while ago
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# ? Mar 6, 2017 07:13 |
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drrockso20 posted:so I was building up a new character for a game using the old Offline Character Builder, and after I was finished I remembered I had another character sitting in it, but when I loaded it up it seemed to not have remembered the class info(I had selected one of the Essentials classes), indeed on double checking, it seemed all of the info for supplements after PHB 3, when I clearly remember it having more or less everything through the end of Essentials in the past(through using the CBLoader program), anyone have any idea how to fix this, especially since the CBLoader wiki went dead a long while ago never mind, I found out what was wrong, I was using the wrong program
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# ? Mar 6, 2017 07:54 |
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Obligatum VII posted:Clearly it took its new title as the CAUTION GARGOYLE to heart and now perches right before extremely dangerous things. Steep ledges, spike traps, murderous monsters etc.
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# ? Mar 6, 2017 11:32 |
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I found out that my store still has some 4e adventures and general content like that, and I was thinking of picking something up. Does anyone have any info about the following? -Hammerfast -Vor Rukoth -Seekers Of The Ashen Crown -Thunderspire Labyrinth -Pyramid Of Shadows -Demon Queen's Enclave They might have Dungeon Delve, as per the OP, but I don't remember off the top of my head I also saw they have Power Cards for the Fighter, both Martial Power and PHB ones (and some more classes). What's the difference between the two card sets?
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# ? Mar 6, 2017 20:02 |
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Serperoth posted:I found out that my store still has some 4e adventures and general content like that, and I was thinking of picking something up. Does anyone have any info about the following? Hammerfast and Vor Rukoth are quite good, particularly the latter. Both have older monster stats, so be advised, but that's okay because they are sandbox locations, not adventures per se. Thunderspire and Demon Queen's Enclave are both fair-to-middling adventures at best, though they are the two best of the HPE series. You can almost definitely mine them for ideas. And the maps are solid. They - like the entire HPE series - use old monster math and are stuffed with filler fights to churn through the slavishly-adhered-to XP charts. But both have very solid core concepts. Probably not worth full price, though - the inspirational material isn't that plentiful. PoS is a total PoS. You are buying a map, maybe two; only buy it if it is at a reasonable price for maps. With considerable work you could maybe turn it into a reasonable adventure.
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# ? Mar 6, 2017 21:26 |
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dwarf74 posted:Going in order... I think prices should be slashed across the board (for example the PHB2 was 35 euro, compared to 5e stuff which is at 45-50), so I'll definitely do a price check on the locations, and probably Thunderspire and DQE at least, thank you very much for the info
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# ? Mar 6, 2017 21:48 |
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I had a lot of fun hacking Hammerfast into my old 13th Age campaign. I used it as a hub for an adventurer's guild and pulled a lot of quests from Dungeon and Tales of the 13th Age to expand the overall dragon resurrection story for Hammerfast.
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# ? Mar 6, 2017 23:44 |
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I've agreed to do something that's possibly very stupid. I'm DMing a 4e game for a bunch of good friends. However, there's been a lot of interest in the game and we now have nine (!!!) players. I'm not too worried about this generally as we're happy to play without everyone present and sessions where all nine can make it are going to be few and far between. However I'm not too sure how to handle the first session. The plot has already been laid out so I'm happy to throw them directly into the action, and I'm tempted to run a single huge combat that will take up the whole session and give everyone and opportunity to get back into the swing of things (they've all played before but it's been a couple of years for most of us). Any thoughts on how I should put something like this together? I've run 8 player sessions in the past so I'm comfortable with keeping the pace up and have a realistic view of what we can actually get done, it's mostly about producing something that will be an effective refresher for them all.
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# ? Mar 8, 2017 00:14 |
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Split the party. Run both combats at once.
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# ? Mar 8, 2017 00:39 |
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Get one of them to DM for four, DM the others. Do not run more than six PCs or it takes too long for a round to cycle. The sooner you get the other DM prepping the better, so figure out who that is. Good luck.
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# ? Mar 8, 2017 01:20 |
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slydingdoor posted:Get one of them to DM for four, DM the others. Yeah, ten people total is perfect for two games of four players each. Co-ordinate the two games, mix and match the characters between teams. Make sure there's always two tasks that need completed per adventure so it makes sense. Maybe have a big fight with all eight characters once in a while.
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# ? Mar 8, 2017 20:51 |
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Gort posted:Yeah, ten people total is perfect for two games of four players each. Co-ordinate the two games, mix and match the characters between teams. Make sure there's always two tasks that need completed per adventure so it makes sense. Maybe have a big fight with all eight characters once in a while. Partner with the other DM and have your groups be rival adventurers in the same world.
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# ? Mar 8, 2017 20:56 |
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Mordiceius posted:Partner with the other DM and have your groups be rival adventurers in the same world.
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# ? Mar 8, 2017 21:00 |
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A better gimmick: run both games using the same adventure or whatever and have them both be from an alternate timeline. Get them to buy in so they don't immediately diverge so much that the two DMs would need to do double the prep anyway.
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# ? Mar 8, 2017 21:05 |
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The boss is a creature that exists across timelines, split in two aspects that each do evil in one game and serve as the end boss. And then, if you're up for it, you combine the timelines and both parties must work together to defeat the reunited boss in a climactic battle in intertemporal space.
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# ? Mar 8, 2017 21:35 |
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The best and most important part of any 2-parties-1-world (or split timelines or w/e) is crossover games or missions. If you go that route don't think you need to save that for the big finale, after every adventure let players ask "would X character make sense in Y party for this next adventure? would that be fun?" and swap people around. Obviously if the two parties absolutely loathe one another that's different, but even rivals have to play nice sometimes.
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# ? Mar 8, 2017 21:52 |
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Have them competing for the favor of a King or a god or something. Give them a reason to be rivals. If they're both out to earn a god's favor, they'd have reason to not group up, but there could still be reasons why they might team up against a bigger bad.
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# ? Mar 8, 2017 21:56 |
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If anyone's interested in playing a horror-themed 4e game on Roll20, I'm recruiting for one now and have been having a little trouble scaring up the numbers. A couple of slots left anyway.
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# ? Mar 11, 2017 06:56 |
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I want to get into playing D&D, likely online via Roll20 or something because I don't know enough people IRL who would play and I feel like online makes the scheduling somewhat easier. The problem is I'm totally new to D&D. I've played Through the Breach (like 2 sessions) and listen to podcasts where people play D&D, that's basically the extent of it. I understand the basics but don't know any terminology or anything. I've downloaded the "Player Basic Rules" from Wizards' site but are there any easy resources for a guy like me to check out without having to buy a bunch of books I may never use if I can't find a group?
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# ? Mar 11, 2017 22:12 |
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If you're talking about 4e specifically then the quick start rules and Keep on the Shadowfell are available for free online http://www.dmsguild.com/m/product/110212 Also thanks all for the big table suggestions. I'm running a really simple skill challenge / boss fight session tomorrow to get everyone back into D&D and if the sessions stay over subscribed I'll look into the split / competing parties ideas Party Boat fucked around with this message at 00:36 on Mar 12, 2017 |
# ? Mar 11, 2017 22:40 |
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Thanks, I downloaded that and read through it (well, not the campaign it comes with, but the other stuff). Any simple guides or rules to follow when it comes to character creation?
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# ? Mar 12, 2017 01:31 |
The Berzerker posted:Thanks, I downloaded that and read through it (well, not the campaign it comes with, but the other stuff). Any simple guides or rules to follow when it comes to character creation? If you want to go deeper, there are a bunch of class guides out on EnWorld that were salvaged from the WotC forums before they went down (here's the Fighter's handbook for instance). They're most useful when you have access to everything, but they can still give you some basic tips on what to look for even if you're limited to certain books. e: Also, avoid hybrids at all costs unless you know exactly what you're doing. 90% of the combinations are a trap, and will come out significantly worse than one class alone. Multiclass feats are fine though, but much more limited in scope.
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# ? Mar 12, 2017 01:56 |
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Hell the game's math is built around the assumption that you have a 16 in your prime stat. 18 is better but RAW the game is built on the assumption that you hit an enemy of your level on a roll of 10 or better, or 55% of the time. The enemy hits around 50%, and this is before the effects from specific powers, marks, etc. come into play and that all tips the balance in the PCs' favor.
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# ? Mar 12, 2017 02:31 |
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Party Boat posted:If you're talking about 4e specifically then the quick start rules and Keep on the Shadowfell are available for free online http://www.dmsguild.com/m/product/110212 Isn't Keep on the Shadowfell widely regarded as not very good or am I thinking of a different module? One of the big problems 4E had is that it was hobbled by the initial module that provided an absolutely horrid first impression.
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# ? Mar 13, 2017 01:01 |
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Obligatum VII posted:Isn't Keep on the Shadowfell widely regarded as not very good or am I thinking of a different module? One of the big problems 4E had is that it was hobbled by the initial module that provided an absolutely horrid first impression. Yes, insofar as KOTS uses MM1-era monster math that makes monsters too hard to hit, and have too much HP, while also making them hit for too little damage. I did run this last year though and released the updated statblocks to modernize the monsters.
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# ? Mar 13, 2017 01:11 |
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Obligatum VII posted:Isn't Keep on the Shadowfell widely regarded as not very good or am I thinking of a different module? One of the big problems 4E had is that it was hobbled by the initial module that provided an absolutely horrid first impression. Keep on the Shadowfell is not very good and in fact 4E has effectively no good modules on anything other than a relative to scale to each other. There's also supposed to be an early KotS fight well known for TPK-level difficulty, IIRC.
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# ? Mar 13, 2017 01:12 |
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No mention of The Slaying Stone?
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# ? Mar 13, 2017 01:36 |
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The Berzerker posted:Thanks, I downloaded that and read through it (well, not the campaign it comes with, but the other stuff). Any simple guides or rules to follow when it comes to character creation? Character creation is pretty hard to gently caress up in 4e, and you can pretty much just post a character concept here and somebody can probably help you turn it into a viable character. "I want to be a gladiator with a spear and shield", etc.
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# ? Mar 13, 2017 01:40 |
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dont even fink about it posted:in fact 4E has effectively no good modules on anything other than a relative to scale to each other. Reavers of Harkenwold says you're wrong
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# ? Mar 13, 2017 02:02 |
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PMush Perfect posted:No mention of The Slaying Stone? Slaying Stone is quite good imo
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# ? Mar 13, 2017 02:07 |
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Khizan posted:Character creation is pretty hard to gently caress up in 4e, and you can pretty much just post a character concept here and somebody can probably help you turn it into a viable character. "I want to be a gladiator with a spear and shield", etc. I didn't have much in mind besides wanting to roll up a bow and arrow guy (I guess that's a rogue?). I'm reading some D&D instructions for players that explain how to come up with a character (choose a race, then class, etc.) but I don't know if the rules I'm reading are applicable across all editions of D&D.
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# ? Mar 13, 2017 04:06 |
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The Berzerker posted:I didn't have much in mind besides wanting to roll up a bow and arrow guy (I guess that's a rogue?). I'm reading some D&D instructions for players that explain how to come up with a character (choose a race, then class, etc.) but I don't know if the rules I'm reading are applicable across all editions of D&D. You probably want Ranger for a straight-up bow and arrow man. Rogues can operate from range but I believe they prefer crossbows. Or daggers.
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# ? Mar 13, 2017 04:11 |
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Yeah, you can do a range rogue, but it's kinda niche. Ranger is your best all-around "Shoot the holy gently caress out of things with a bow" character, especially if you're newer.
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# ? Mar 13, 2017 04:12 |
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Yeah the player's rules I downloaded from Wizards' site only had Cleric, Figher, Wizard, and Rogue so IDK I thought that was closest. Ranger sounds right.
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# ? Mar 13, 2017 04:33 |
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The Berzerker posted:Yeah the player's rules I downloaded from Wizards' site only had Cleric, Figher, Wizard, and Rogue so IDK I thought that was closest. The Basic Rules available for free from WOTC's site is for 5th Edition. This: http://www.drivethrurpg.com/product/110212/H1-Keep-on-the-Shadowfell--QuickStart-Rules-4e is the 4th Edition Quick-start rules + the Keep on the Shadowfell starter adventure, although the Ranger (or a ranged Rogue) isn't one of the pregens.
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# ? Mar 13, 2017 05:40 |
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What's the benchmark for combat encounters per day/Extended Rest in 4e? I used to know, but apparently I've gone senile.
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# ? Mar 15, 2017 05:01 |
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P.d0t posted:What's the benchmark for combat encounters per day/Extended Rest in 4e?
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# ? Mar 15, 2017 05:14 |
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PMush Perfect posted:Every two encounters, unless I'm terribly mistaken. Isn't it Two Encounters > Short Rest > Two Encounters > Milestone > Two Encounters > Long Rest?
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# ? Mar 15, 2017 05:18 |
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# ? May 14, 2024 06:35 |
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I always thought it was supposed to be four/day, thought I've always had the problem that I cram in so much extra story stuff to do that it's night time after two fights and I have to let them long rest.
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# ? Mar 15, 2017 05:23 |