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My favorite part about Eberron isn't even the politics or the racial stereotype changeups. It's all the bound elementals. Bind an ice elemental, put them in a metal box. You now have a freezer. Fire elementals running train engines. Airships held aloft with air elementals. Ships stabilized by water elementals. Construction aided by earth elementals. It modernizes the setting without taking anything away.
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# ? Dec 6, 2018 06:24 |
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# ? May 30, 2024 06:37 |
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Aniodia posted:To be honest, there's a lot of stuff in D&D that's worth exploring a lot more than what's already been done, in both established settings as well as just the implications that arise from the basic Players Handbook. To touch back on the Eberron talk, that's really one of the only settings that I can readily think of that acknowledges the fact that there are people who can shoot fire and fly around like it's nothing, there's more than one person who can do such feats (and these feats can even be taught to others as well!), and keeps extrapolating on that. Rather than the typical D&D world of Dirtfarmistan, where there might be a wizard out in the middle of bumfuck nowhere, and the closest people haven't decided to burn the witch, Eberron realizes that stuff like Continual Light lamp posts would not only exist, but would probably be fairly common, and the general public would not only be way more comfortable around magic, but (thanks to dragonmarks) may be capable of minor magic themselves without even putting in the time and effort that the actual wizards and artificers do. Kind of reminds me of the Dragaera books. Main character works as an Assassin, and does make use of some Magic though he isn't a major spellcaster by any means. Pretty much everyone that is a citizen of the Empire has access to some magic, and they don't really get fat or have scars or go prematurely bald, etc because of it. And their warfare has gone through phases because of Magic. As either attack spells or defense spells outstrip the other.
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# ? Dec 6, 2018 07:10 |
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Relentless posted:My favorite part about Eberron isn't even the politics or the racial stereotype changeups. We actually took that concept for another region that is heavily connected to the elemental planes, so that y'know. You have stuff like that without needing to enslave the elementals to do it.
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# ? Dec 6, 2018 07:19 |
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Arthil posted:We actually took that concept for another region that is heavily connected to the elemental planes, so that y'know. You have stuff like that without needing to enslave the elementals to do it. Elementals are not sentient. Well some are, but not the type that are bound to objects. A basic fire elemental has no feelings or emotions other than burning whatever is in front of it, as it is basically semi living fire.
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# ? Dec 6, 2018 08:38 |
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MonsterEnvy posted:Elementals are not sentient. Well some are, but not the type that are bound to objects. A basic fire elemental has no feelings or emotions other than burning whatever is in front of it, as it is basically semi living fire. Maybe. Or maybe they're sentient but are also weird multiplanar aliens who can't notice that an aspect of them is bound to an object on the prime material plane. Or maybe they really do really fuckin hate it and that's why they go berserk when they get unbound. Or maybe bound to an object is like a cushy job to them and that's why they go berserk when they get unbound. Eberron's cool like that.
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# ? Dec 6, 2018 09:10 |
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Glagha posted:If there's a species that just constantly steals from people as a matter of course why would anyone associate with them? Or on that note are we just establishing Kender are too stupid to realize humans generally don't like it when you take things they have without asking? Like if they don't have a concept of personal property then that's fine, but as an intelligent species they really can't figure out as a group that when they're around big folk they will take offense if you do that? Like I figure they'd at least learn the social norm of "hey don't touch that you little poo poo" or they would just never get to hang out with the other cultures of Krynn or whatever. I played a Kender in a Dragonlance game when I was a teenager and this is exactly how I played it. You may not have any respect for personal property, but you realize your friends do and leave their stuff alone. Anyone else was fair game. I think the whole constantly loving your friends over is just another symptom of the way a lot of people seem to play D&D. Character traits like kender theft, and evil alignments often override common sense. How many times have you seen people playing evil characters attempt to gently caress over their own party, or endanger them with blatant criminal behavior? Evil people can still be loyal to their allies because it's in their best interest to do so. The Kender situation is just particularly notable because it's an entire race of senseless idiots.
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# ? Dec 6, 2018 09:19 |
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Son of a Vondruke! posted:I played a Kender in a Dragonlance game when I was a teenager and this is exactly how I played it. You may not have any respect for personal property, but you realize your friends do and leave their stuff alone. Anyone else was fair game. I think the whole constantly loving your friends over is just another symptom of the way a lot of people seem to play D&D. Character traits like kender theft, and evil alignments often override common sense. How many times have you seen people playing evil characters attempt to gently caress over their own party, or endanger them with blatant criminal behavior? Evil people can still be loyal to their allies because it's in their best interest to do so. The Kender situation is just particularly notable because it's an entire race of senseless idiots. Kender are a mediocre concept badly executed, but there is nothing that can't be made significantly worse by someone who uses but I'm just playing my character as an excuse to be a dickhead. E: the amazing thing about the evil traitor pc is that they expect to be able to pull off their "ahahaha i betrayed you because i was evil all along" thing more than once. Like, ok, it could even theoretically have been good and cool roleplay and story telling (lol) but your time with that guy as a PC is over. He's joined the baddies. Roll a new character. Elector_Nerdlingen fucked around with this message at 09:30 on Dec 6, 2018 |
# ? Dec 6, 2018 09:23 |
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Ratoslov posted:Mutually assured destruction is the natural result of any all-out war between any two magisters. A world of nothing but intrigue and low-level warfare between deniable assets, fought on a global scale.
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# ? Dec 6, 2018 10:20 |
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MonsterEnvy posted:Elementals are not sentient. Well some are, but not the type that are bound to objects. A basic fire elemental has no feelings or emotions other than burning whatever is in front of it, as it is basically semi living fire. actually i'm friends with many elementals and they do have feelings and emotions and they all think you're a jerk
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# ? Dec 6, 2018 10:39 |
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Yeah, toss Forgotten Realms out the window here in this situation. At least in the world my party and DM have created, they're very much sentient. To the point that they're just as much citizens of that region as the primarily genasi inhabitants.
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# ? Dec 6, 2018 11:51 |
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Ratoslov posted:Mutually assured destruction is the natural result of any all-out war between any two magisters. A world of nothing but intrigue and low-level warfare between deniable assets, fought on a global scale. Splicer posted:If someone did up a decent Cold War analogy fantasy setting I'd be all over that. AlphaDog posted:Honestly, I'd settle for one that acknowledges that the existence of low level spells and cantrips utterly changes what warfare looks like. OK, I thought I was kinda rambling on for a bit there (and maybe I was), but it seems I'm not the only one who wants there to be a setting that touches on some of this stuff. Where magic exists, and not just as something spoken of in hushed whispers by dirt farmers, but something real, and tangible, and ubiquitous. At the same time, though, there should be some martial presence, so people who aren't into the whole "flying elemental turret" lifestyle can still get their walking artillery platform on. Since this is the 5th Edition thread, I'll go for the low-hanging fruit and say that Fighters should have the Battlemaster stuff rolled into it right from the get-go (assuming people don't already do this), before archetypes even begin to play a factor. I'd also probably start looking back at some of the playtest material as well, pull forward the concept that all martials should have Superiority Dice, and start working out from that baseline assumption. I know there's definitely been some discussion throughout the thread as to how to put the martial classes on closer footing to the casters, so I'm not going to rehash that here. However, considering that the current discussion is on acknowledging the ubiquity and power of the magical classes, having non-casters within a stone's throw of the same level of power would be nice (as opposed to just being in the same zip code as they are now). And here I thought I had my own setting figured out. Now I want to spend some time working on this...
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# ? Dec 6, 2018 17:16 |
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Aniodia posted:OK, I thought I was kinda rambling on for a bit there (and maybe I was), but it seems I'm not the only one who wants there to be a setting that touches on some of this stuff. Where magic exists, and not just as something spoken of in hushed whispers by dirt farmers, but something real, and tangible, and ubiquitous. Ooh hey, maybe that’s the Cold War-ish hook: whichever side is the communists specialises in taking “common” people and turning them into living weapons—fighters, rogues, monks etc. The other side draws their spies from a higher class of people, people of good education or good breeding—clerics, wizards, sorcerers. PCs could still be a mix but maybe you work that into their backstories—is a wizard working for the red team a blue team spy who turned traitor? From a specialist school for the small cadre of trained casters the red team can manage? Red team organisations are constantly paranoid about magicians of all stripes infiltrating their ranks, so there’s purges of “illusionists” and the like. Blue team organisations are quietly terrified at the notion that one of the cleaning staff might turn out to be a red team operative who could beat them to death with a loving mop.
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# ? Dec 6, 2018 17:47 |
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I'm not sure 5E is mechanically suitable for mithril curtain shenanigans but I'd love a game that's actually designed for it. e: for once this is not a generic "5E bad!" post but rather that the strengths of 5E (whatever they are hurr hurr) don't mesh well with political shenanigans. I'd say the same about any edition of D&D. Splicer fucked around with this message at 17:56 on Dec 6, 2018 |
# ? Dec 6, 2018 17:53 |
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I prefer the way Chronicles of the Black Company handled it. If there is magic then the people who can use it are going to use it to rule. Power doesn't say no to more power. Armies exist to create the situations required to be able to get the drop on the otherside's magic users. Do you take to the field and start blasting the enemy army and risk being caught unawares? Or do you sit back and wait for their users to start? Major magic users spend decades building their own networks of wards and protections magics that make them almost unkillable. Like "being beheaded is a minor inconvenience" level of unkillable. The only way to kill one is to have other magic users along to break the enchantments. Anyone with Talent is swept into some more powerful magic users schemes to get more power. Because of this magic is rare and poorly understood by common people. Someone isn't going to bother making Continual Light torches when they could just take over a town and then a county and then a country. Or die trying.
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# ? Dec 6, 2018 20:49 |
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Aniodia posted:OK, I thought I was kinda rambling on for a bit there (and maybe I was), but it seems I'm not the only one who wants there to be a setting that touches on some of this stuff. Where magic exists, and not just as something spoken of in hushed whispers by dirt farmers, but something real, and tangible, and ubiquitous. https://www.dmsguild.com/product/230244/Norts-Universal-Martial-Maneuvers?filters=45469_0_0_0_0_0 It was written out of discussion throughout this thread as to how to put the martial classes on closer footing to the casters. It also does high level wish equivalent abilities for martials, granting high level narrative shaping. I totally agree about off the shelf D&D needing more setting designs that think through high magic and how that would decicively shape culture.
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# ? Dec 6, 2018 20:59 |
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clusterfuck posted:This already does exactly that. Check it out, it's uncannily what you're describing. My biggest concern with stuff like this is... doesn't it break the game somewhat? Like I get that 5e is not nearly as balanced as 4e but it still has some basic idea of what the math looks like. Fighters may be a bit boring but martials as I understand it are still the prime killing machines at pretty much all levels. I'm not knocking your work, and I want to believe this is the case. I'd just like to hear from anyone who has used this at a table and how it affected their game. (Do you need to amp up enemy encounters?)
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# ? Dec 6, 2018 21:07 |
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Aniodia posted:Where magic exists, and not just as something spoken of in hushed whispers by dirt farmers, but something real, and tangible, and ubiquitous. There's a disconnect here. If magic is ubiquitous, then what's "martial"? Go the other way! Everyone can use magic, everyone is magical, some Cast Spells ans some do other things. There's the flying elemental weird beard, and the guy who can jump up there and punch him through a wall. The girl who turns into bears and the dude who commands his own shadow and the woman who can walk between the rain and (etc). Zarick posted:Fighters may be a bit boring but martials as I understand it are still the prime killing machines at pretty much all levels. Now do the one where they can swing their swords all day! Elector_Nerdlingen fucked around with this message at 21:15 on Dec 6, 2018 |
# ? Dec 6, 2018 21:11 |
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Zarick posted:My biggest concern with stuff like this is... doesn't it break the game somewhat? Like I get that 5e is not nearly as balanced as 4e but it still has some basic idea of what the math looks like. Fighters may be a bit boring but martials as I understand it are still the prime killing machines at pretty much all levels. No worries. I haven't heard of it breaking a game yet. I've found magic items have had a bigger influence at our table. e: I'll post something a little more considered on this shortly, just have hands full right now. clusterfuck fucked around with this message at 00:08 on Dec 7, 2018 |
# ? Dec 6, 2018 21:20 |
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Besides The Black Company, my favorite setting where magic exists is Unsounded, where it works like computer programming, and casting spells - be it spoken for instant effects or 'burned' into materials to create lasting magical devices - is essentially injecting scripts to override the normal functioning of the world with new parameters.Pymary posted:In Unsounded, the whole of reality exists atop a spectral scaffolding called the khert. This ceaselessly shifting spectral plane contains all unalterable natural Laws, governing Time, Dimension, Gravity, and other phenomena crucial to a stable and functioning world. In addition to these are alterable laws called Material Aspects. So how does this work in the world? Well, low-key magic is ubiquitous, as anyone with the talent and the money to afford instruction can become a wright (though naturally it's heavily regulated), and some First Materials are abundant enough that they can find their way into cosmetics and children's toys even in the poorest areas of the world. Zombie labor is a thing, seen as a humane alternative to slavery. And while there's a huge variance in ability when factoring for education, practical experience and raw talent, a skilled wright is of course immensely useful in virtually every facet of human activity, and so their services are highly sought after. This of course includes war, where they can work as medics, engineers, and living artillery. And how does a common man deal with a wright in battle? Well, they're just men. They bleed and they die, so all you gotta do is catch them by surprise, overwhelm them with numbers, or be ballsy as gently caress and jump down from your flying dragon onto the cockpit of a giant war construct so you can cleave the pilots with a poleaxe. (He was wearing pymaric-proof First Material armor, so the Crescian wright blew his eyes through the slits).
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# ? Dec 7, 2018 00:19 |
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AlphaDog posted:There's a disconnect here. Also alternatively, (and all credit to someone whose name I don't remember from the D&D heartbreaker competition from a few years back, whose submission a lot of this is lifted from) make counterspelling an easy and mundane art based on common materials. Being spied on by diviners? Wear a lead circlet. The evil wizard transformed into a giant snake? Toss a gold coin at them, the bane of transmuters and alchemists everywhere. Someone's summoning demons? Fire and silver will sort them out. Illusionists and enchanters making trouble? Bring out the cold iron. Need to break a blessing? Cut your fingertip open and mix the blood with some sulphur and you can defile the pesky thing right quick. Someone's tossing around lightning bolts? Magical lightning is easily absorbed by common copper. Every child knows some kind of song about what materials break what kind of magic and the major coinage of every civilization is made of counterspelling materials, because they're obviously valuable, useful even in small quantities and thus easily portable and good to have around to discourage magical shenanigans. Magic still gives casters useful and powerful supernatural abilities but they need to be careful about how, when and where they use their magic, because it's very fragile and easy to break if someone present happens to be in position to deploy the appropriate bane.
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# ? Dec 7, 2018 00:37 |
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That's cool but it sounds like a nightmare to actually run. Maybe it could be abstracted by not having an exception based magic system in the first place. Narratively, armor and combat gear in general has these defenses built it (be kinda useless if it didn't - like forgetting to account for sword fights) and any kind of combat training necessarily includes attacks and defences against magic. Magician training ditto against sword fighters. Mechanically, spells require attack rolls against defense numbers, the same as any other attack. No "it just hits you, save for half" unless swordfighting can also do that. No "lol make an int save or you lose" either, combat is about reducing hp to zero for everyone. Also, someone with common gear and the right skills can defeat spells (eg, your set of lockpicks includes ones that can be used on wizard-locked doors. Your mundane armor gloves can grasp and lift a wall of fire if you're strong enough and don't mind getting singed). Elector_Nerdlingen fucked around with this message at 00:55 on Dec 7, 2018 |
# ? Dec 7, 2018 00:52 |
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It's not really something you can just do with D&D by just changing the setting. As it's presented powerful magic is rare outside of the places adventurers are going to barge into, so you end up with a society that aesthetically matches a lot of historical settings, but with 4-6 guys with talking swords and glowing rings getting plastered in a bar because they've been loving around in magic-soaked ruins, inhabited by crusty shamans and nefarious priests. Is that bad? Not really outside of balance issues, but if you want to engage with a super-magical setting you're better off with a firmer idea of what magic is and does.
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# ? Dec 7, 2018 01:07 |
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Wrestlepig posted:It's not really something you can just do with D&D by just changing the setting. As it's presented powerful magic is rare outside of the places adventurers are going to barge into, so you end up with a society that aesthetically matches a lot of historical settings, but with 4-6 guys with talking swords and glowing rings getting plastered in a bar because they've been loving around in magic-soaked ruins, inhabited by crusty shamans and nefarious priests. Is that bad? Not really outside of balance issues, but if you want to engage with a super-magical setting you're better off with a firmer idea of what magic is and does. On top of that you inherently need 'fallen precursor race/people/empire' because so much of the games mechanics and design is about recovering old and better poo poo.
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# ? Dec 7, 2018 01:14 |
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kingcom posted:On top of that you inherently need 'fallen precursor race/people/empire' because so much of the games mechanics and design is about recovering old and better poo poo. you don't necessarily need that, although it makes things easier. Crumbly wizards towers, Dragon Hoards and the tombs of heroes don't need to be from an advanced civilisation, they just need to have a higher density of Magic or Money, and something to draw people to them. Creating Ancient Empires is pretty fun though.
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# ? Dec 7, 2018 01:24 |
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Staying with exactly D&D, you can do a bunch of different stuff with magic in your setting just by changing how you think about it. Here's 3 off the top of my head. 1) Where old stuff is generally better than current stuff, which must mean that we're not as advanced as the ancients who built it (and old stuff that's still not obsolete means we've stagnated at best). Heavily implies a fairly narrow set of settings which are generally oldschool as gently caress with the best gear in the oldest, remotest, least accessible places etc. 2) Where it's just this inherent thing that people do, and running is always running and jumping is always jumping no matter if you're doing it now or a thousand years ago, and ditto casting fireball or making a sword +1. Just this thing that's always been like that and will always be like that. If you don't go at least eberron levels of weird, you're gonna be doing a bunch of intentionally not thinking about stuff (eg, defensive architecture has been stupid literally forever), or you have to have magic be actually rare and weird, which also heavily implies a fairly narrow set of settings which either don't look much like existing D&D settings or look not totally dissimilar to the oldschool settings from (1). 3) Where magic is under development all the time but old stuff isn't inherently better or worse than new stuff, just different and has different context and maybe different types of situational applicability or usefulness (ie, an ancient spell to make the local crocodiles form a footbridge across the nile is goddamn useless in 1989 Los Angeles, but that doesn't mean the spell is wronger, or worse than the (now) incredibly useful one that "parts" freeway traffic, and recently someone's figured out that they're actually about 95% the same because they're both about ensorcelling a hostile environment for faster, safer travel*). Magic Missile was developed 2 years ago in Silicon Valley. Sleep is from ancient Greece. Burning Hands barely pre-dates gunpowder in Europe. Friends is from the 1850s. Combat Cantrips were the product of an arms race after a recent (ie, your dad or graddad fought in it) world war. All are very useful to the modern broke-rear end tomb robber. Which I don't think I've ever seen but might be a lot more fun with in-game worldbuilding groups than the previous two things. * e: And if they can isolate the important core part of that spell (the Thaumon) - in this case the bit that just says "totally safe travel from here to there" without any fuckery then a) someone will be able to actually Teleport real soon now and b) we're a step closer to a Universal Thaum Theory (colloquially, the "wish", which is probably just a pipe dream but still) e2: Unless it was always monads*** all along and we've been barking up the wrong tree for 300 years... ** The tiny little modrons of which everything is made, if you believe idiots who were clearly wrong. Elector_Nerdlingen fucked around with this message at 02:31 on Dec 7, 2018 |
# ? Dec 7, 2018 02:13 |
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The thing with magic as it goes with Black Company is that it assumes you can in fact use magic to make yourself more or less invincible. You ain't gotta have magic that do that, though. More or less all those assumptions die the second mages can, uh, also die. Like this is where basically all the assumptions fall flat. Magic does what you say it does, and that's it. You don't need magic to be all powerful and all pervasive. You don't need magic to be so powerful that "i can learn magic" equates to "IT'S GOD TIME." And honestly, super powerful can do anything magic is one of the least interesting things you can put into a setting.
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# ? Dec 7, 2018 18:58 |
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AlphaDog posted:There's a disconnect here. Also, you can go the route of Shadowrun's Physical Adepts and Star Wars Jedi. Both have some things that are pretty much "typical" spellcasting stuff, but they're also superhuman physically, and those things go hand in hand.
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# ? Dec 7, 2018 20:37 |
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The swordfighting aspect of Jedi is what I had in mind with "guy who can jump up there and punch him through a wall".
Elector_Nerdlingen fucked around with this message at 22:56 on Dec 7, 2018 |
# ? Dec 7, 2018 22:53 |
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DMed for a few d&d rookies, had an absolute blast. It was my first time playing in person and it's just a whole different experience. One of my cousins was your stereotypical 'lol chaotic neutral' type and I think I wrangled him well enough; he kept loving with the nobleman escort. At one point she (the bard) cast sleep while disguised and knocked out everyone but the ringer I brought along, he smacked her down and was highly distrustful after that. A few minor pokings and a gratuitous use of Friends later, and he knocked her out with a Sacred Flame. I think he's gotten the message. Next session starts in a town so hopefully he can get the fuckery out of his system without screwing with the party.
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# ? Dec 8, 2018 08:31 |
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Does anyone find spell cards in the official DnD spell card sets that cant actually be used by the class? My cleric cards have Leomund's Tiny Hut very clearly printed as being under Arcana cleric but looking over the domain I cant see a possible way to actually get that spell.
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# ? Dec 8, 2018 16:34 |
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Okay this may sound condescending but are you sure the card doesn't read Leomund's Secret Chest? Otherwise lol Wizards hosed up on that one.
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# ? Dec 8, 2018 16:55 |
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Malpais Legate posted:Okay this may sound condescending but are you sure the card doesn't read Leomund's Secret Chest? Wizards doesn't make them. They're 3rd party.
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# ? Dec 8, 2018 17:01 |
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Malpais Legate posted:Okay this may sound condescending but are you sure the card doesn't read Leomund's Secret Chest? 100%. See attached. Toshimo posted:Wizards doesn't make them. They're 3rd party. Technically yes, but licensed by Wizards so we expect quality control drat it. Actually I have noticed Call Lightning omits the "if in a natural thunderstorm add 1d10 damage" clause from the card and just has the PHB reference so they're a tiny bit lacking in some areas.
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# ? Dec 8, 2018 17:25 |
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Fender Anarchist posted:DMed for a few d&d rookies, had an absolute blast. It was my first time playing in person and it's just a whole different experience. One of my cousins was your stereotypical 'lol chaotic neutral' type and I think I wrangled him well enough; he kept loving with the nobleman escort. At one point she (the bard) cast sleep while disguised and knocked out everyone but the ringer I brought along, he smacked her down and was highly distrustful after that. A few minor pokings and a gratuitous use of Friends later, and he knocked her out with a Sacred Flame. He didn't. He got the spotlight and the go-ahead. You can't solve player fuckery in game is like DM lesson 1. You have to tell him to knock that poo poo off directly and in person.
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# ? Dec 8, 2018 17:29 |
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Nutsngum posted:100%. See attached. Leomund's SECRET CHEST is in the Arcana Domain spells list (in the sword coast adventure). So i guess it could be the source of the mistake.
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# ? Dec 8, 2018 18:00 |
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There are lots of errors in the Spellbook cards. And they aren't really compiled anywhere, they're just gotchas you maybe find. GF9 pointed at WotC for sending them bad files, but AFAIK, they didn't fix all of them in subsequent printings, so probably don't buy them.
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# ? Dec 8, 2018 18:23 |
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Fender Anarchist posted:DMed for a few d&d rookies, had an absolute blast. It was my first time playing in person and it's just a whole different experience. One of my cousins was your stereotypical 'lol chaotic neutral' type and I think I wrangled him well enough; he kept loving with the nobleman escort. At one point she (the bard) cast sleep while disguised and knocked out everyone but the ringer I brought along, he smacked her down and was highly distrustful after that. A few minor pokings and a gratuitous use of Friends later, and he knocked her out with a Sacred Flame. Why would someone cast sleep on their own party Why would any characters adventure with someone who did that Why would any people play with someone who did that
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# ? Dec 8, 2018 18:31 |
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Fender Anarchist posted:DMed for a few d&d rookies, had an absolute blast. It was my first time playing in person and it's just a whole different experience. One of my cousins was your stereotypical 'lol chaotic neutral' type and I think I wrangled him well enough; he kept loving with the nobleman escort. At one point she (the bard) cast sleep while disguised and knocked out everyone but the ringer I brought along, he smacked her down and was highly distrustful after that. A few minor pokings and a gratuitous use of Friends later, and he knocked her out with a Sacred Flame. People are all reading this in weird different ways because you accidentally alot of The English Language here. Please do the needful.
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# ? Dec 8, 2018 18:43 |
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My party threw a wrench in my plans last night and it's going to work out great in the end, but I need some help figuring out next session. I was dropping them hints about one antagonist, who unbeknownst to them is kidnapping low-CR fey creatures as part of a greater plan. They took all my hints, put them together, and came up with... a band of fey has rebelled against the Unseelie Court, and the party is cashing in a favor to get themselves round-trip Feywild tickets to deal with them. This is awesome, and I want to run with it rather than nudge them toward my previous antagonist (he can always reappear later). But I could use help figuring out which fey creatures to use against them (I'm thinking a winter eladrin, some redcaps and hounds) and what kind of setting in the Feywild I could put 4–5 fights' worth of rebellious fey into.
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# ? Dec 8, 2018 19:02 |
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# ? May 30, 2024 06:37 |
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First they probably have some alien reason for rebelling. Like the color blue was outlawed or some poo poo so they all wear blue. Besides the obvious fey to fight, you could go Wonderland style and use weird/goofy enemies. A giant ferret crashes out of the woods, all the chairs in a dining room animate on their own and attack, a cloud drifts down and casually tells them where the enemy went. The feywild is a nice place to draw sharp contrasts with the normal world.
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# ? Dec 8, 2018 21:21 |