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SPECIAL NOTE: THE EDITION WARS HAVE OFFICIALLY ENDED. ANYONE FOUND TO BE ENGAGING IN ATTEMPTING TO RESTART THE EDITION WARS WILL BE IMMEDIATELY REPORTED FOR SUMMARY MOD ACTION. THIS IS THE ONLY WARNING. Dungeons and Dragons - 5th Edition is a tabletop role-playing game produced by Wizards of the Coast. Like previous versions, Fifth Edition (5E) is a mix of sword and sorcery fantasy combat with assorted problem solving, puzzles, and social interaction. Each player controls a single Player Character (PC) who interacts with monsters, situations, and Non-Player Characters (NPC) in a game setting managed by the Dungeon Master (DM). The core conceit of 5E is that nearly every time a character's success needs to be measured, it is accomplished by rolling a 20-sided die (d20) and adding the character's Attribute modifier and Proficiency bonus.
Multiple smaller bonus categories have largely been done away with in favor an Advantage/Disadvantage system: When your circumstances grant you Advantage, you roll 2 d20s and keep the higher number; when you are at a Disadvantage, you roll 2 d20s and keep the lower. Tracking all your sources is unnecessary because any number of sources of Advantage and Disadvantage cancel each other out completely. Either you are 100% at Advantage, 100% at Disadvantage, or your roll is unmodified. Combat is broken out into 4 basic parts:
So, how do you get into 5E? You can start with the New Player info on the Official D&D Website: http://dnd.wizards.com/dungeons-and-dragons/what-is-dd You can even get a free copy of the basic rules here: http://dnd.wizards.com/products/tabletop/players-basic-rules That alone should be enough to start playing. For a more robust new player experience, consider the D&D 5E Starter set (MSRP $19.99): http://dnd.wizards.com/products/tabletop-games/rpg-products/rpg_starterset If you'd like a more guided character creation and searchable rules info, check out D&D Beyond: https://www.dndbeyond.com/ You can create free characters with the basic ruleset on D&D Beyond, but getting access to more content involves buying digital sourcebooks that are tied to that website (and Android/iOS app) only. Check the bottom of this OP for coupon codes and discounts. Many players have even shifted to using digital tabletops for play, even in person! The most popular virtual tabletops are Roll20 (https://roll20.net/) and Foundry VTT (https://foundryvtt.com/). Wizards of the Coast has also introduced an Organized Play program for 5E, called Adventurer's League. Using a standard ruleset and modules, you can find groups to play with all over the world at game shops, conventions, and even online groups. More information can be found at https://dnd.wizards.com/adventurers-league Additional resources:
Free 1st-party adventures:
A brief overview of the 1st-party hardback adventures: quote:The Lost Mines of Phandelver Toshimo fucked around with this message at 18:08 on Sep 26, 2022 |
# ? Dec 22, 2018 06:55 |
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# ? Jun 5, 2024 03:16 |
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I will be the scathing decenting opinion and say I enjoy playing 5th edition Dungeons and Dragons.
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# ? Dec 22, 2018 08:01 |
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First Party Hardback Expansions Sword Coast Adventurer's Guide What is it: A book focusing on the setting and lore of the Sword Coast, a specific and popular region of Faerun/The Forgotten Realms. What's in it:
Who should buy it: There's a lot of Sword Coast information for DMs who want to play a game in the region but for anyone interested in Faerun as a setting would be better served buying the 3rd Edition Forgotten Realms Campaign Setting which is easy to find used or available on DriveThru. For prospective players, many of the archetypes are reprinted in Xanathar's Guide to Everything. Swashbuckler is a must have option for players who like rogues but is among the XtGE reprints. Short version: Most of the content in this book is better presented elsewhere. Skippable. ----- Volo's Guide to Monsters What is it: A supplementary monster manual/bestiary with flavor excerpts from the perspective of hapless Faerun wandering bard Volo and nigh omnipotent caster Elminster. What's in it:
Who should buy this: DM's looking for expanded encounter options or better design and roleplay context for some popular monsters. Players who are interested in playing any of the expanded races or monsters like Orcs, Goblins, or Kobolds without homebrewing from scratch. People who love reading about fantasy monsters, particularly fans of Beholders and Mind Flayers. Short version: Must buy, especially if you will ever DM. This is both the best value and maybe best written non-adventure book they have released. ------ Xanathar's Guide to Everything What it is: A compendium of new options and archetypes for players, many reprinted from other materials,some DM advice, options, and clarification on some more common but underexplained mechanics. Dozens of pages of character names for different races including long lists of real world Earth names. What's in it:
Who should buy it: Players who want expanded archetype and spell options, or like Traveler style random background generation. The archetypes are WILDLY uneven in power and quality, but Hexblade Warlock and Swashbuckler Rogue are vital for anyone who likes those classes, and this is overall better purchase for players than SCAG. DM's can easily skip this as none of the DM advice or tables are vital. Probably the worst overall value for an expansion book. Short version: A grudging but necessary purchase for players. ----- Mordenkainen's Tome of Foes What it is: Another supplemental bestiary more focused on higher level threats. It includes large lore sections on some famous races and intraracial conflicts in the multiverse. It has flavor excerpts from the perspective of famous Greyhawk wizard Mordenkainen. What's in it:
Who should buy it: DM's looking for more challenging monsters at higher level bands, it also fills in some gaps in encounter design like higher level Drow NPCs. DM's looking for story hooks related to the Blood War or the Raven Queen (though they have altered her from previous appearances in a controversial way that I personally dislike.) Players can skip this as all the player subraces except Duergar and Deep Gnomes are available as UA playtest options but I haven't compared to see what if anything changed in print. Short version: Must buy for DMs, especially those needing a modern primer on the Blood War. Players can skip. ----- Wayfinder's Guide to Eberron What it is: A setting book for the pulp-magic Eberron campagin setting focused on the Khorvaire continent. It is only available digitally and is a living playtest document being actively updated. What's in it:
What's not in it:
Who should buy it: People who want to see this made into a proper hardcover setting and help give its creator Keith Baker some money. People interested in a setting where magic is common but low power, where players can quickly become notably powerful in relation to the world around them. Unfortunately for fans of the setting, because WotC has their own internal designs and goals for the artificer and psionics, they are not part of these materials. DM's may find more useful material setting material in the 4e and 3.5e Campaign books, but the rules for the setting specific races are useful for players. Short version: Buy this if you are interested in the setting and/or want to see it become a more fleshed out, physical product. ------ Guildmaster's Guide to Ravnica What is it: A setting book based on the plane of Ravnica from Magic: The Gathering. It is a high magic megacity setting divided into ten ruling Guilds each with their own regions and purviews based on different aspects of society. What's in it:
Who should buy it: Anyone interested in an wild and varied cosmopolitan setting that doesn't have to be Sigil. DMs not interested in the setting can still coopt many ideas, items, and monsters from the book including the new Renown system. Players should buy this if they want more racial and background options, like extra lawful clerics, or want to beg their GMs for blatantly broken items. Short version: A must buy for fans of the setting. A solid buy for anyone just curious about the setting or wants to co-opt a number of aspects from the book. mango sentinel fucked around with this message at 03:14 on Dec 23, 2018 |
# ? Dec 22, 2018 08:17 |
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Gonna jump in and say that 5etools is a super useful resource.
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# ? Dec 22, 2018 08:44 |
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Because it comes up every month or two, if you are going to run your first game and do the whole character creation thing etc: Get 3-4 players and you, the DM. Bigger groups are harder to run. Smaller groups have scaling problems with some published materials. Everyone should read that basic rules primer that Toshimo wrote up in the OP because it's good. You, the DM, should try to read at least the whole combat section of the Player's Handbook, the spellcasting rules section (not the spell lists), and all the class descriptions (but not the level 1-20 powers descriptions). You don't have to remember it all, but you should read it and at least try to remember where things are in those sections. If you're making characters, everyone should do that together in the same room (or the same group chat I guess). The choices you get to make at first level aren't that complicated really, but they're sure gonna feel that way, so have everyone discuss everything and look stuff up if you don't understand it. I'd really really recommend using the standard array of ability scores for your very first game. There are arguments for and against this that you don't need to care about yet. For now, you could safely assume that you'll avoid some bad outcomes by having everyone start with similar numbers. I'm going to assume you're running a pre-made published adventure. You should read the first bit of that, and skim the rest so you know what's coming up. When you play, do not be afraid to stop and look things up when you are all new. There's a bunch of advice out there about making a ruling up and keeping the game moving and not stopping to argue. It's good advice, but it's for people that at least somewhat know what they're doing and this is your first (or one of your first) games. If something doesn't seem like it's going right, you can and should pause and look it up. If you can't figure it out, gloss over it for now and come back to it after the game (ask here, there's lots of people who know all the ins and outs), but really don't be afraid to go "I dunno, let's check" and look it up. So basically, don't get hung up on something you don't understand, but try to understand it before you "make a ruling", and definitely try to figure out the "right" way later. If something really un-fun happens, hold up a sec. Pause. Was it a rule that caused it (and are you sure you got it right?), or was it a player (or was it you?) If it was a rule, and you got it wrong, you should feel 100% confident to re-wind and do it right, if that's what you want to do. If it was a rule and you got it right, you should also feel comfortable changing the result if it's dramatically un-fun. Then ask here how everyone else dealt with that rule. If a player has caused something un-fun to happen, then the group needs to talk about that after the game. Don't try to solve player problems with character punishments. It never works and everyone turns into an rear end in a top hat. I don't like to recommend house rules to new players BUT... the early game in 5th ed has lots of opportunities for a character to randomly die when nobody was expecting it. You might not find it happens to you, or you might not think it's a problem, but lots of people do complain about it. People will suggest adding 10, 20, or your constitution score in hit points to your total hit points at first level. Those are all fine and nothing will be ruined if you do any of them. You sure don't have to, but it's not a bad idea if you don't like the idea of "oops, poo poo, died" coming up very often. Because it's come up again recently for me IRL and then on these forums... Spells in D&D are effectively their own little self-contained rules. There are general rules about casting spells, but when a spell is cast, you should do what the spell text tells you to do, even if that's not what would normally happen in a non-spell version of a similar situation. For example, if a spell tells you to make an attack roll, you make an attack roll and then follow the rest of the spell text. If the text doesn't tell you to, then you don't need to make an attack roll when you cast the spell, even if it's going to do damage to an opponent when it hits. Elector_Nerdlingen fucked around with this message at 09:48 on Dec 22, 2018 |
# ? Dec 22, 2018 09:26 |
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I'll be the resident 3rd party dude and showcase the cool and innovative products being made by people other than WotC. Tome of Beasts: By Kobold Press. A huge monster manual which adds a lot of new monsters. Is hailed as being the gold standard of products and being more balanced CR-guideline wise than the core Monster Manual. Midgard Worldbook: By Kobold Press. A cool campaign setting with an emphasis on European folklore beyond Western Europe. Has a host of cool and varied terrain, adventure ideas, etc. I did a comprehensive write-up in FATAL & Friends for it here. Midgard Heroes' Handbook: By Kobold Press. A massive expansion on new player options for the above setting. Strongholds & Followers: By MCDM Productions. A comprehensive expansion to domain management and warfare rules. Ponyfinder Campaign Setting: By Silver Games LLC. In spite of the name is actually dual-statted for Pathfinder and 5th Edition. A well-supported game line deriving heavy inspiration from My Little Pony: Friendship is Magic where the predominant forms of civilization are sapient equine fey. Ebonclad, A Thieves Guild Setting & Adventures: By Dan Coleman Productions. A new city-centric setting and rules for GTA-style crimes, capers, and heists. Primeval Thule: By Sasquatch Game Studios. A Conanesque Swords & Sorcery setting in a forgotten age of Earth. Prepared! By Kobold Press. A series of one-shot, low-prep adventures for GMs short on time. Prepared! 2: By Kobold Press. The sequel to the above, with moar adventures! Beyond Damage Dice: Provides a host of new moves usable only with certain weapons (longswords, maces, etc) to give some more diversity of options for martial characters. Note: If you own the Midgard Heroes' Handbook, all of the mechanics here are present in that book. Shameless Self-Promotion. The Martial Disciple: My attempts at converting a Tome of Battle/Path of War style ruleset to the 5th Edition framework. Figured that many posters here would find this of interest. Monstrous Races: DM's Guild, by Tyler Kamstra. Converting every monster in the Monster Manual to a balanced PHB-friendly race. Libertad! fucked around with this message at 10:50 on Dec 22, 2018 |
# ? Dec 22, 2018 10:14 |
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Posting on the first page to say if you've never run 5e before (and especially if your players haven't) give 'em all at least 10 bonus HP, and probably more if they're playing a martial character. Let players use different attribute+skill combinations (using Stength instead of Charisma to intimidate someone being the classic example). If you're playing a Warlock, there's basically no reason to not take Eldtrich Blast and the +CHA buff to it.
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# ? Dec 22, 2018 10:22 |
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BinaryDoubts posted:Let players use different attribute+skill combinations (using Stength instead of Charisma to intimidate someone being the classic example). This sort of thing is why I tell new players to make sure they pause and look something up if it sounds like it doesn't make sense or isn't fun, and I wish that experienced players would check the book properly after the game regardless of if they think they made a good ruling or not. Because (and I'm not saying this is what you're doing here) this exact example frequently appears as someone's "houserule" that they came up with to solve the problem of the big tough guy who "can't" intimidate because of his low charisma. But it's a real (variant) rule! It's right there in the book, as one of the examples at the start of page 175 under "Variant: Skills with Different Abilities". "Skills with Different Abilities" even appears in the index and points there! If people did even the most cursory check, they'd find this. e: There's also a bunch of stuff people often drag forward from previous editions which is different now. That's not unique to this game, but it's something worth watching out for. The most common ones I've seen are surprise rounds (don't exist in 5th ed), movement (covered in the OP, you don't have a "move" action any more), saves (each attribute is a save, no fort/reflex/will), spell recovery (read your class description), and goody-two-shoes paladins (Read. Your. loving. Class. Description ) Elector_Nerdlingen fucked around with this message at 10:44 on Dec 22, 2018 |
# ? Dec 22, 2018 10:37 |
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Does anyone know an easy way for me to find my old posts in the last thread? I wanted to see my posts back when I had friends who wanted to play 5e.
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# ? Dec 22, 2018 10:44 |
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Hitlers Gay Secret posted:Does anyone know an easy way for me to find my old posts in the last thread? I wanted to see my posts back when I had friends who wanted to play 5e. Click Here You can find all your posts in a thread by clicking the ? under your avatar. What this does is append your userid to the url in the format "&userid******". You can do this manually in any thread without finding a post of yours, by pasting &userid=161439 (in your case, whatever their own number is for anyone else) onto the end of the address in your browser while viewing the thread you want to find your posts in. Elector_Nerdlingen fucked around with this message at 10:51 on Dec 22, 2018 |
# ? Dec 22, 2018 10:46 |
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Here's a third party adventure/campaign for 5th edition (released in partnership with WotC) that originally was for the original Dungeons and Dragons. Pretty nice way to introduce players to the world (for levels 1-3) http://goodman-games.com/store/product/original-adventures-reincarnated-1-into-the-borderlands/ They also have the Isle of Dread adventure/campaign available (which is levels 4-7, so you can move seamlessly between the large books. The kinda cool thing is that they reproduce the old D&D adventure in the large books as well, so you can see what it looked like at start) SirFozzie fucked around with this message at 11:33 on Dec 22, 2018 |
# ? Dec 22, 2018 10:54 |
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Hitlers Gay Secret posted:Does anyone know an easy way for me to find my old posts in the last thread? I wanted to see my posts back when I had friends who wanted to play 5e. There's a question mark in the bottom left corner of each post. Click one to be amazed.
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# ? Dec 22, 2018 13:02 |
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Also as shameless self promotion and because it also comes up every few weeks, here's the Universal Martial Maneuvers homebrew I put together to give all martials more maneuvers and choices. The main point of difference to most other homebrew of this kind is that it's universal, you do not need to be running a new class to use it. Also it recently creeped into copper best seller. quote:An ever growing expansion of martial maneuvers to all classes. Now includes 95 martial maneuvers ranging from Tier 1 through to Tier 5 to suit your campaign level and play style. https://www.dmsguild.com/product/230244/Norts-Universal-Martial-Maneuvers Claytor posted:Nort's Universal Martial Maneuvers saves the Fighter by killing the Battlemaster. You can play any other Fighter archetype and still use the Battlemaster's maneuvers. clusterfuck fucked around with this message at 09:23 on Dec 23, 2018 |
# ? Dec 22, 2018 13:55 |
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So I am about to start running a new 5e game soon. Fluffwise I don't really like short rests taking an hour, would it gently caress things up too bad mechanically to reduce a short rest to 15 minutes?
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# ? Dec 22, 2018 14:17 |
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hangedman1984 posted:So I am about to start running a new 5e game soon. Fluffwise I don't really like short rests taking an hour, would it gently caress things up too bad mechanically to reduce a short rest to 15 minutes? That's a good idea, actually The thing to keep in mind is that the game expectd you to do one Short Rest between every two combats, but you can justify that however you want
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# ? Dec 22, 2018 14:22 |
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Every two fights, wave your hand and say "Y'all got a short rest" Edit: I'm not sure if we should include common Running The Game questions/answers or not. Things like "Don't start at level 1 unless you give them extra HP" and stuff. It'd be nice to just see it, but they'll probably ask in the thread, anyway. Gharbad the Weak fucked around with this message at 14:34 on Dec 22, 2018 |
# ? Dec 22, 2018 14:23 |
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So one of my players is being guest DM for a sidequest, and since he doesn't know the rules very well, I'm in charge of preparing and running the fights. He wants to do a fight on a boat, and I suggest that a kraken attack the boat while they're fighting off pirates. How do you actually do naval combat? I know the rules for boats in 5e are garbage, so I'm hoping for some homebrew stuff that will make the players feel like they're trying to fight on a boat while a titanic squid is trying to eat them.
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# ? Dec 22, 2018 14:50 |
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I started playing 5e about 2 months ago, and I've been having fun. I think our group is going to run Eberron adventure league next year, which looks like a fun setting.
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# ? Dec 22, 2018 15:04 |
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Gharbad the Weak posted:Every two fights, wave your hand and say "Y'all got a short rest" If you've got brand new players another way to handle level 1 is to make level 1 a very explicit babies first D&D session. You run a very small mostly on rails adventure with a high level chaperone along who drops hits where they solve some small mystery and have one pretty easy fight. You end the session by having them level up and walking them through the process.
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# ? Dec 22, 2018 15:48 |
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Libertad! posted:Tome of Beasts: By Kobold Press. A huge monster manual which adds a lot of new monsters. Is hailed as being the gold standard of products and being more balanced CR-guideline wise than the core Monster Manual. Creature Codex also, which imo is better than Tome of Beasts Libertad! posted:Ponyfinder Campaign Setting: By Silver Games LLC. In spite of the name is actually dual-statted for Pathfinder and 5th Edition. A well-supported game line deriving heavy inspiration from My Little Pony: Friendship is Magic where the predominant forms of civilization are sapient equine fey. hmm... no
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# ? Dec 22, 2018 16:01 |
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Also, plugging my own creations: -Random Character Generator -Statblock Generator -Rules for Monster-Cooking -Other Miscellaneous Stuff Tetracube fucked around with this message at 16:13 on Dec 22, 2018 |
# ? Dec 22, 2018 16:05 |
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AlphaDog posted:"Skills with Different Abilities" even appears in the index and points there! If people did even the most cursory check, they'd find this. To be fair, nobody in my playgroup checks the PHB index any more because it's frequently frustrating to try to deal with.
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# ? Dec 22, 2018 16:28 |
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Are there any abilities that let you use your reaction for extra movement?
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# ? Dec 22, 2018 16:47 |
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mastershakeman posted:Are there any abilities that let you use your reaction for extra movement? Yes. Scouts (Rogue archetype) get this: Skirmisher Starting at 3rd level, you can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
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# ? Dec 22, 2018 16:58 |
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Xae posted:and have one pretty easy fight. I'd be way too nervous about sending a really weak monster, and then that monster crits and does enough damage to down a PC. A kobold critting and then rolling well (even if it's a low chance, it's going to happen to someone) would down anyone at or below 12 HP. A d8 hit point class will have, unless there's some trickery involved that I'm unaware of, a maximum of 12 HP, assuming the Rogue decided to floor it on constitution. 2/3rds of level 1 classes have a maximum hit point level of 12 or below. Kobold is a CR 1/8th, and there's at least one 1/8th creature that rolls d8+1 for damage. There are a few CR 0 creatures that can one-shot dudes on a crit. I mean, you could throw actual rats at them. Edit: "Ok, guys, for this first session, monsters don't crit, they only hit on a 20" would be... a way to handle that.
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# ? Dec 22, 2018 16:58 |
Gharbad the Weak posted:I'd be way too nervous about sending a really weak monster, and then that monster crits and does enough damage to down a PC. A kobold critting and then rolling well (even if it's a low chance, it's going to happen to someone) would down anyone at or below 12 HP. A d8 hit point class will have, unless there's some trickery involved that I'm unaware of, a maximum of 12 HP, assuming the Rogue decided to floor it on constitution. 2/3rds of level 1 classes have a maximum hit point level of 12 or below. Kobold is a CR 1/8th, and there's at least one 1/8th creature that rolls d8+1 for damage. There are a few CR 0 creatures that can one-shot dudes on a crit. Or just don't tell them you rolled a crit, and pretend you didn't.
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# ? Dec 22, 2018 17:01 |
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Toshimo posted:Yes. Scouts (Rogue archetype) get this:
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# ? Dec 22, 2018 17:02 |
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Gharbad the Weak posted:I'd be way too nervous about sending a really weak monster, and then that monster crits and does enough damage to down a PC. A kobold critting and then rolling well (even if it's a low chance, it's going to happen to someone) would down anyone at or below 12 HP. A d8 hit point class will have, unless there's some trickery involved that I'm unaware of, a maximum of 12 HP, assuming the Rogue decided to floor it on constitution. 2/3rds of level 1 classes have a maximum hit point level of 12 or below. Kobold is a CR 1/8th, and there's at least one 1/8th creature that rolls d8+1 for damage. There are a few CR 0 creatures that can one-shot dudes on a crit. That’s what the high level chaperone is for. You’re controlling the monsters. You can make the tank hold aggro. You can give the high level support the tools to prevent deaths. It’s okay if someone gets knocked unconscious in round 2 of a 2 round fight.
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# ? Dec 22, 2018 17:17 |
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Admiral Joeslop posted:Or just don't tell them you rolled a crit, and pretend you didn't. Yeah I did this twice in early LMoP for my group of newbies last year. By the time they got to wave echo cave I was pulling a lot less punches. Getting your head around RPG combat is hard enough at first without even more RNG fuckery.
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# ? Dec 22, 2018 17:41 |
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My dad has expressed interest in playing D&D again, and is trying to get some of his old friends together for it, I’ve agreed to DM. Because I’m a player in another game I don’t want to go reading descriptions of all the published adventures for fear of spoiling things if my game’s DM runs them, so I’d like a recommendation. They played basic and 1st AD&D, so I’m after an adventure with very light RP (their idea of RP is “I stab my dagger through the innkeep’s hand and yell “where is the dungeon?!”) and a massive gently caress off huge dungeon. What would fit?
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# ? Dec 22, 2018 17:42 |
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Reveilled posted:My dad has expressed interest in playing D&D again, and is trying to get some of his old friends together for it, I’ve agreed to DM. Because I’m a player in another game I don’t want to go reading descriptions of all the published adventures for fear of spoiling things if my game’s DM runs them, so I’d like a recommendation. They played basic and 1st AD&D, so I’m after an adventure with very light RP (their idea of RP is “I stab my dagger through the innkeep’s hand and yell “where is the dungeon?!”) and a massive gently caress off huge dungeon. I’d run Lost Mines of Phandelver to get then to 5 then turn them loose in the Dungeon of the Mad Mage. LMoP is easy to run/play and has plenty of hooks you can use to send them to Waterdeep for the mega dungeon. I think there’s a mysterious map they find; it could be a map of the first level of the dungeon. Kaysette fucked around with this message at 17:48 on Dec 22, 2018 |
# ? Dec 22, 2018 17:45 |
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Remember the exact page you can point to for "Finesse melee gets DEX on damage" so you can have it open already the moment a GM says "DEX for melee damage? That doesn't sound right." and avoid being told "We don't want to derail the game, just deal with it for now." Even goofball run for entertainment games like The Unexpectables done by Team 4 Star run into this for whatever reason. Poisoned status is insane in 5th edition, so be mindful of it as something to throw at the players. It's disadvantage on attack rolls and ability checks (Which won't hinder your Vs Save casting ). I expect this as much as anything is why straight up "Poisoned" as a status is single digits super loving rare as far as I can recall. Section Z fucked around with this message at 17:54 on Dec 22, 2018 |
# ? Dec 22, 2018 17:49 |
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I wish the martials had better ways to "hold aggro". I vaguely remember 4e having some mechanics to do this. Any ideas on moving them over or implementing new ones?
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# ? Dec 22, 2018 17:50 |
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Section Z posted:Remember the exact page you can point to for "Finesse melee gets DEX on damage" so you can have it open already the moment a GM says "DEX for melee damage? That doesn't sound right." and avoid being told "We don't want to derail the game, just deal with it for now." Even goofball run for entertainment games like The Unexpectables done by Team 4 Star run into this for whatever reason. Why is this even a sticking point for people? Dex as a damage scaling stat isn't even uncommon among games.
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# ? Dec 22, 2018 17:55 |
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kidkissinger posted:I wish the martials had better ways to "hold aggro". I vaguely remember 4e having some mechanics to do this. Any ideas on moving them over or implementing new ones? quote:Challenge: As a Bonus action, you may issue a challenge to a creature you can see. A creature must be able to perceive your challenge to be affected by it. The creature takes a -2 penalty on attack rolls that do not include you as a target. Creatures receiving this effect are aware of it, though do not gain insight to its duration. This penalty increases by 1 at character level 5, 9, 13, and 17. The challenge lasts for 5 rounds. When you issue a new challenge, any previous challenge you have active ends. Multiple challenges do not stack; if a creature is affected by challenges from more than one creature, they suffer no penalty against the source of any challenge against them. Give that ability to anyone who wants to "tank". EDIT: changed the duration to a flat amount gradenko_2000 fucked around with this message at 18:25 on Dec 22, 2018 |
# ? Dec 22, 2018 17:56 |
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kidkissinger posted:I wish the martials had better ways to "hold aggro". I vaguely remember 4e having some mechanics to do this. Any ideas on moving them over or implementing new ones?
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# ? Dec 22, 2018 18:01 |
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Beer4TheBeerGod posted:There's a question mark in the bottom left corner of each post. Click one to be amazed. Of course I knew that; I was wondering if there was an easy way to find posts when you hadn't posted in years so going to the first or last page wouldn't help. AlphaDog posted:Click Here Thank you very much. I'll make use of this for future locked threads.
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# ? Dec 22, 2018 18:04 |
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gradenko_2000 posted:Give that ability to anyone who wants to "tank". Why even have all that duration nonsense? 5 rounds is effectively forever, already.
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# ? Dec 22, 2018 18:05 |
nelson posted:Why? Are the opportunity attack rules and the Sentinel feat not good enough? You get one opportunity attack per round, and taking Sentinel delays your To Hit. If you're fighting a single monster (which will not be a threat to a full party unless it is really customized) and have other ways to negate the loss of a +2 to your ability score, those two combined are great.
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# ? Dec 22, 2018 18:06 |
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# ? Jun 5, 2024 03:16 |
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King of Solomon posted:Why is this even a sticking point for people? Dex as a damage scaling stat isn't even uncommon among games. I thought it was just my friends being forgetful until I saw it a couple other times, but only the Unexpectables one really stuck as a specific in my mind.
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# ? Dec 22, 2018 18:09 |