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kingcom
Jun 23, 2012

Josef bugman posted:

So, what would folks advise Mearls to do? I mean in this instance the best thing should defo be "I was/am an idiot, I am resigning from DnD to spend more time with important stuff".

He was in a position of power and used it to protect an abusive person and then used that position of power to expose and belittle vulnerable people. He should not be in a position of power based on the harm he caused, especially since he has demonstrate no remorse and and not even a basic recognition of his own faults and mistakes.

EDIT: Oh also he blamed it on a Something Awful hate mob against Zak lol.

https://twitter.com/kat_kuhl_/status/1095649192108793857

kingcom fucked around with this message at 10:35 on Apr 30, 2019

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Kaysette
Jan 5, 2009

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

:wrongcity:

kingcom posted:

EDIT: Oh also he blamed it on a Something Awful hate mob against Zak lol.

https://twitter.com/kat_kuhl_/status/1095649192108793857

“the real issues we face in gaming”

loving rear end in a top hat.

Trojan Kaiju
Feb 13, 2012


The Stefan Molyneux-looking guy might also be Chris Perkins. Molyneux is milquetoast-looking enough to cover a few bases.

dex_sda
Oct 11, 2012


I'm looking to run a 5e game, and thought for once instead of making my own I'd run a module. Not as much time for this stuff as usual, you know? Also, I want to try something a little different, either a dungeon crawl or a different flavor of roleplaying.

Anyway, Tomb of Annihilation is out, as I don't want to spoil my own playing of it as a player. I was eyeing up Curse of Strahd, which seems to have a nice mix of dungeon crawling and horror roleplay. Good choice? Any advice from someone who ran it?

BattleMaster
Aug 14, 2000

Curse of Strahd is good stuff but you need to have a talk about where in the "misery simulator - monster mash" spectrum your players want to experience it as, because it stops being fun if you're not all in tune with each other.

I haven't run it yet but I've read through a lot of Heroes of Baldur's Gate and it looks like really good stuff, so consider giving that a look too if you were ever into the video games.

dex_sda
Oct 11, 2012


BattleMaster posted:

Curse of Strahd is good stuff but you need to have a talk about where in the "misery simulator - monster mash" spectrum your players want to experience it as, because it stops being fun if you're not all in tune with each other.

I'd run it as a darkly humorous thing. Somewhere in the middle, I guess; my players all gravitate to that type of thing

I heard rumblings that the adventure is good but very poorly organised, is that true? Any experience mitigating it?

Lucas Archer
Dec 1, 2007
Falling...

dex_sda posted:

I'd run it as a darkly humorous thing. Somewhere in the middle, I guess; my players all gravitate to that type of thing

I heard rumblings that the adventure is good but very poorly organised, is that true? Any experience mitigating it?
Eh. It's a sandbox. While the players have the onus of exploring and figuring out what the hell is going on, I feel like some of the aspects of the adventure could be signposted a bit better than what's in the book.

Taken as a whole, I think CoS is a strong adventure with some rough edges that need smoothing.

Armacham
Mar 3, 2007

Then brothers in war, to the skirmish must we hence! Shall we hence?
If you play CoS as written it can be easy for players to get into a situation where they are extremely outclassed, so make sure to take that into account when running the actual encounters.

Kaysette
Jan 5, 2009

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

:wrongcity:
Bonegrinder was the first time I remember running for my life in a 5e module. That place is wild.

Kung Food
Dec 11, 2006

PORN WIZARD

dex_sda posted:

I'm looking to run a 5e game, and thought for once instead of making my own I'd run a module. Not as much time for this stuff as usual, you know? Also, I want to try something a little different, either a dungeon crawl or a different flavor of roleplaying.

Anyway, Tomb of Annihilation is out, as I don't want to spoil my own playing of it as a player. I was eyeing up Curse of Strahd, which seems to have a nice mix of dungeon crawling and horror roleplay. Good choice? Any advice from someone who ran it?

If you want a straight dungeon crawl their is Dungeon of the Mad Mage, which is just one big long mega dungeon. I haven't run CoS myself but when I was reading up on it a lot of people said that it is heavy on DM prep work so something to consider if time is an issue.

Narsham
Jun 5, 2008

TotalHell posted:

I’d go with Cleric, since it leans into the “helping people” part but you could make the appearance of his spiritual weapons and/or spirit guardians incredibly off-putting or unsettling. Hell, his spirit guardians could legit just look like the puppets from the Land of Make Believe and they’d be creepy all on their own.

Hmm... Cleric and Grave Domain seems like it would amp up the creepiness nicely while making the character potentially indispensable. All good things.

For Curse of Strahd, I still have running a campaign of that with the PCs as neutral or evil agents of the Zhentarim send to free Strahd from the demiplane and bring him back. The thought of sending PCs on a Strahd rescue mission while all the NPCs try to run through their regular paces amuses me greatly.

Josef bugman
Nov 17, 2011

Pictured: Poster prepares to celebrate Holy Communion (probablY)

This avatar made possible by a gift from the Religionthread Posters Relief Fund



Thanks for the information folks!

Trojan Kaiju posted:

The Stefan Molyneux-looking guy might also be Chris Perkins. Molyneux is milquetoast-looking enough to cover a few bases.

Thaaats the bunny. Thank you!

Tormented
Jan 22, 2004

"And the goat shall bear upon itself all their iniquities unto a solitary place..."

kingcom posted:

He was in a position of power and used it to protect an abusive person and then used that position of power to expose and belittle vulnerable people. He should not be in a position of power based on the harm he caused, especially since he has demonstrate no remorse and and not even a basic recognition of his own faults and mistakes.

EDIT: Oh also he blamed it on a Something Awful hate mob against Zak lol.

https://twitter.com/kat_kuhl_/status/1095649192108793857

I'm just glad our dead comedy forums are still talked about.

Network42
Oct 23, 2002
I dont know if it's considered unclassy to post about it but wasn't our own (all around cool person) Mikan basically run off the internet by zak s?

change my name
Aug 27, 2007

Legends die but anime is forever.

RIP The Lost Otakus.

What exactly is the Adventure League? An ongoing storyline from WoTC that you can drop in on at official tables? I was thinking of joining a game but saw that there are a bunch of restrictions.

Razorwired
Dec 7, 2008

It's about to start!
You would be correct.

And honestly it's one of those things where WotC is just gonna have to get comfortable with some people hating them over this. It's not like they made an archetype that overshadows one in the PHB or nerfed a fan favorite combo. They actually hurt people on this one and some are gonna just say gently caress that game under the current team.

TheGreatEvilKing
Mar 28, 2016





Zak S is just the perfect mixture of incompetence and assholishness. I haven't seen a gaming forum that hasn't run him out.

kingcom
Jun 23, 2012

Network42 posted:

I dont know if it's considered unclassy to post about it but wasn't our own (all around cool person) Mikan basically run off the internet by zak s?

Yes he did and he ran off a tonne of good people who disagreed with him on anything including hard hitting topics like 'i like different styles of rpgs'. He did harassed people off the internet and out of the rpg industry for decades and got away with it because of extremely trash defenders such as Lead Developer of Dungeons and Dragons Mike Mearls.

dex_sda posted:

I'd run it as a darkly humorous thing. Somewhere in the middle, I guess; my players all gravitate to that type of thing

I heard rumblings that the adventure is good but very poorly organised, is that true? Any experience mitigating it?

Yeah so as long as you lock down the tone its a 'sandbox' style adventure that frankly should do a little more to focus down some paths rather than hoping everything clicks naturally. What this means is that all the work for having the adventure function successfully is placed on the GM making sure the flow works and all the moving pieces are things that your characters run into. It's probably something you want to do a lot of planning and prep for to make it smooth to run so up to you.

Cuntellectual
Aug 6, 2010
Question: Since I settled on Sorcerer/Paladin, I decided to go with a two handed weapon (starting with great weapon master at level 1, and taking defence as my fighting style at level 2).

What oath and sorcerous origin would work best for someone who seeks to be fairly independent in a fight? I'm generally acting as a damage-dealing type who hangs out in melee with the rogue, while our fighter, warlock and cleric hang elsewhere.

None of the oaths are particularly "Yeh that really makes sense for my character!" and none of them are particularly inappropriate, except for redemption. I was thinking most likely Vengeance, Conquest or Ancient, but I'm the sort of person who gets paralyzed by choice :ohdear:.

Madmarker
Jan 7, 2007

Cuntellectual posted:

Question: Since I settled on Sorcerer/Paladin, I decided to go with a two handed weapon (starting with great weapon master at level 1, and taking defence as my fighting style at level 2).

What oath and sorcerous origin would work best for someone who seeks to be fairly independent in a fight? I'm generally acting as a damage-dealing type who hangs out in melee with the rogue, while our fighter, warlock and cleric hang elsewhere.

None of the oaths are particularly "Yeh that really makes sense for my character!" and none of them are particularly inappropriate, except for redemption. I was thinking most likely Vengeance, Conquest or Ancient, but I'm the sort of person who gets paralyzed by choice :ohdear:.

Are you going Variant human to get that feat or is your DM giving you a free bonus feat at lvl 1? Anyway, Paladin is pretty good at just hanging out by himself thanks to good armor, and at level 6 amazing saves. If you want to be more lock down and tanky, Oath of the Ancients is the way to go as its level 7 Aura also halves magic damage. If you want to deal more damage, you can't really go wrong with Vengeance.

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

Cuntellectual posted:

Question: Since I settled on Sorcerer/Paladin, I decided to go with a two handed weapon (starting with great weapon master at level 1, and taking defence as my fighting style at level 2).

What oath and sorcerous origin would work best for someone who seeks to be fairly independent in a fight? I'm generally acting as a damage-dealing type who hangs out in melee with the rogue, while our fighter, warlock and cleric hang elsewhere.

None of the oaths are particularly "Yeh that really makes sense for my character!" and none of them are particularly inappropriate, except for redemption. I was thinking most likely Vengeance, Conquest or Ancient, but I'm the sort of person who gets paralyzed by choice :ohdear:.

I'd suggest Resilient (Constitution) at level 1 so you can sustain Concentration easier, given you'll be melee. GWM can come in later when you have, say, Greater Invisibility available - the way the math works out, GWM gains very little compared to a buff to Strength.

As for oath, you could just skip it and leave Paladin at 2. Devotion and Vengeance hand out good Channel Divinity options, and Conquest has Armor of Agathys, but all of these face the stiff opportunity cost of delaying Sorcerer progression.

Trojan Kaiju
Feb 13, 2012


Are there any good builds for a Rogue/Sorceror? The talk about Subtle Spell got me very interested in the idea. Obviously Sorceror would be the main focus. Sleight of Hand and Thieve's Tools would be less incentivized to take as an Expertise (Subtle and Knock, respectively), which could perhaps go to a CHA ability to synergize with Sorceror. I think the main question is whether I would do a 1 level dip into Rogue for Expertise and Sneak Attack with a bow, or go 3 and get that good good invisible Mage Hand to fill out the concept.

Madmarker
Jan 7, 2007

Trojan Kaiju posted:

Are there any good builds for a Rogue/Sorceror? The talk about Subtle Spell got me very interested in the idea. Obviously Sorceror would be the main focus. Sleight of Hand and Thieve's Tools would be less incentivized to take as an Expertise (Subtle and Knock, respectively), which could perhaps go to a CHA ability to synergize with Sorceror. I think the main question is whether I would do a 1 level dip into Rogue for Expertise and Sneak Attack with a bow, or go 3 and get that good good invisible Mage Hand to fill out the concept.

I don't know if there is a good build, but 2 levels to get access to Cunning Action can't be that bad.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Trojan Kaiju posted:

Are there any good builds for a Rogue/Sorceror? The talk about Subtle Spell got me very interested in the idea. Obviously Sorceror would be the main focus. Sleight of Hand and Thieve's Tools would be less incentivized to take as an Expertise (Subtle and Knock, respectively), which could perhaps go to a CHA ability to synergize with Sorceror. I think the main question is whether I would do a 1 level dip into Rogue for Expertise and Sneak Attack with a bow, or go 3 and get that good good invisible Mage Hand to fill out the concept.

This excellent guide has suggestions for all the duo multiclasses:

http://www.giantitp.com/forums/showthread.php?502248-Ultimate-Optimizer-s-Multiclassing-Guide

They prefer a Rogue dipping Sorc than the other way around, though they have basic suggestions for both:

Half Elf
Swashbuckler 5+/Draconic 4+
8, 16, 16, 8, 10, 16

This Kleptomancer has all the magical tools to aid his stealth and battle capabilities including things like Shadow Blade, Invisibility, and BB. Draconic sorcerer gives 1 more AC compared to studded leather. With quickened BB he can ready another BB for another turn and double sneak attack damage at every round he has the sorcery points for it. A 5th sorc level grants haste, making this even better, but would be best if paired with Warcaster and first level in sorc for con save proficiency.

Halfling
Shadow Sorc 5+/Rogue 2
8, 16, 14, 8, 12, 16

Magical darkness that you can see through? One way to make that even better is cunning action to hide. Hiding behind objects or creatures in combat, is even more effective.

Kaal fucked around with this message at 02:45 on May 1, 2019

MonsterEnvy
Feb 4, 2012

Shocked I tell you

change my name posted:

What exactly is the Adventure League? An ongoing storyline from WoTC that you can drop in on at official tables? I was thinking of joining a game but saw that there are a bunch of restrictions.

The restrictions are pretty much so you can drop into any game with no fuss, and they normally are not too bad. (Have not looked at the current changes however.) It's generally a fun place to join a game and meet some people that also enjoy the game, though experiences will differ place to place, as this hobby depends on the people playing it and some people are assholes.

Still it's a good thing to try out in order to test out the local tabletop scene.

Kaysette
Jan 5, 2009

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

:wrongcity:
The AL restrictions are getting dumber and dumber but most groups are chill about it. As long as you're not trying to be an asshat about loot, you'll be fine. Drop in for a session and see if your local crew is decent. I've been playing AL at the same store for four years now and have made some good friends.

Cuntellectual
Aug 6, 2010

Madmarker posted:

Are you going Variant human to get that feat or is your DM giving you a free bonus feat at lvl 1? Anyway, Paladin is pretty good at just hanging out by himself thanks to good armor, and at level 6 amazing saves. If you want to be more lock down and tanky, Oath of the Ancients is the way to go as its level 7 Aura also halves magic damage. If you want to deal more damage, you can't really go wrong with Vengeance.

We get a feat at level 1, like in 3.5.

Conspiratiorist posted:

I'd suggest Resilient (Constitution) at level 1 so you can sustain Concentration easier, given you'll be melee. GWM can come in later when you have, say, Greater Invisibility available - the way the math works out, GWM gains very little compared to a buff to Strength.

As for oath, you could just skip it and leave Paladin at 2. Devotion and Vengeance hand out good Channel Divinity options, and Conquest has Armor of Agathys, but all of these face the stiff opportunity cost of delaying Sorcerer progression.

I'd like to stick at least a few more levels in Paladin for character reasons.

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

Cuntellectual posted:

I'd like to stick at least a few more levels in Paladin for character reasons.

If you're taking Paladin to 6 then go Devotion or Vengeance depending on what kind of RP flavor you want (if it at all matters), grabbing GWM at level 4.

Also, I don't know what your Cleric is thinking, but that class' kit is built to be deep in melee.

Elector_Nerdlingen
Sep 27, 2004



Someone posted a sun soul monk build a while back. Can they post it again?

Also, rp inspiration for same would be cool. I haven't seen whatever anime but I'm not opposed to hearing about it.

E: other radiant or maybe fire characters also welcome. I've decided I want to be The Destroying Brightness this time around.

Elector_Nerdlingen fucked around with this message at 07:53 on May 1, 2019

Trojan Kaiju
Feb 13, 2012


Elector_Nerdlingen posted:

Someone posted a sun soul monk build a while back. Can they post it again?

Also, rp inspiration for same would be cool. I haven't seen whatever anime but I'm not opposed to hearing about it.

E: other radiant or maybe fire characters also welcome. I've decided I want to be The Destroying Brightness this time around.

While the go to anime comparison is Dragon Ball Z, the pinnacle of kung fu anime is G Gundam. It's also like an 80th of the size. Flavor wise the best options are probably a Domon or Master Asia. Plant the idea in your DM's head that you are really into replicating the Burning Finger/Heat End and maybe they'll throw you some special gloves or something.

You can also try going paladin with a monkish flavor. My paladin had a fist fight with our aasimar barbarian and even with her radiant resistance, smited fists were out damaging her. The trick is to have Rise Shining Gundam playing when you bust that out.

E: just double checked and turns out you can Burning Hands as Sun Soul so that covers Burning Finger.

Trojan Kaiju fucked around with this message at 11:06 on May 1, 2019

Trojan Kaiju
Feb 13, 2012


To add some actual flavor notes to those character ideas: the idea is over the top bombast, complete lack of subtlety. Your ideals are shouted over the rooftops because some kids are watching this probably and they need to know the typical antiwar messages in a way that's somewhat digestible.

The key difference between a Domon and a Master Asia is that Domon is always angry and a dipshit moron. He learns the lessons and surpasses the master at the end of the day but you wanna punch him along the way. A Master Asia is more of a goof and will just constantly clown on the dipshit moron he associates with. Also he hates the government.

Elector_Nerdlingen
Sep 27, 2004




So I wasn't actually going for gloriously stupid but then I watched this https://www.youtube.com/watch?v=XUIKzVN1Hmk and yeah. This.

I AM THE LIGHT THAT DESTROYS! YOU HURT MY FRIENDS! NOW I HAVE EMOTIONS! MY HAND IS ON FIRE! I WILL DEFEAT YOU! SHIIIINIIIIIIING FIIIIIINGERRRRRR!

Trojan Kaiju
Feb 13, 2012


Elector_Nerdlingen posted:

So I wasn't actually going for gloriously stupid but then I watched this https://www.youtube.com/watch?v=XUIKzVN1Hmk and yeah. This.

I AM THE LIGHT THAT DESTROYS! YOU HURT MY FRIENDS! NOW I HAVE EMOTIONS! MY HAND IS ON FIRE! I WILL DEFEAT YOU! SHIIIINIIIIIIING FIIIIIINGERRRRRR!

We should all be encouraged to have melodramatic monologues introducing our special attacks.

My only complaint about that video is the lack of either Master Asia or Schwartz Bruder (who is a good Shadow monk baseline)

Soylent Pudding
Jun 22, 2007

We've got people!


This weekend my players will be sailing through a haunted sea and fighting ghost minotaur pirates. In brewing the NPCs I'm looking for abilities and mechanics more fun than "resistance to mundane weapons, get hosed rogue while the three magic users fight them".

Right now my best idea is to let them bonus action into and out of the ethereal plane and give them something like the swashbuckler extra damage to creatures not adjacent to an ally. Or maybe reckless attack because granting advantage is less of a hindrance if you can go ethereal before getting attacked.

The party is lvl 4: rogue, warlock, two clerics

Trojan Kaiju
Feb 13, 2012


Soylent Pudding posted:

This weekend my players will be sailing through a haunted sea and fighting ghost minotaur pirates. In brewing the NPCs I'm looking for abilities and mechanics more fun than "resistance to mundane weapons, get hosed rogue while the three magic users fight them".

Right now my best idea is to let them bonus action into and out of the ethereal plane and give them something like the swashbuckler extra damage to creatures not adjacent to an ally. Or maybe reckless attack because granting advantage is less of a hindrance if you can go ethereal before getting attacked.

The party is lvl 4: rogue, warlock, two clerics

Definitely arbitrate some reason for the Rogue to hit ghosts so that they aren't twiddling their thumbs. I would suggest instead of blinking, have them hide as part of their movement by having them move through parts of the ship. Have some fun with it. Maybe one of them is kinda dumb and hid in a mast without realizing they were too thick and their shoulders are showing through.

mango sentinel
Jan 5, 2001

by sebmojo
I'm gonna be a level 1 Bard in a party with Barbarian, a Monk, and a Warlock. Healing Word is an auto include but what should my other spell selection be for my first few level?. Cure Wounds doesn't seem worth it until later.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

mango sentinel posted:

I'm gonna be a level 1 Bard in a party with Barbarian, a Monk, and a Warlock. Healing Word is an auto include but what should my other spell selection be for my first few level?. Cure Wounds doesn't seem worth it until later.

Sleep

Terratina
Jun 30, 2013

Soylent Pudding posted:

This weekend my players will be sailing through a haunted sea and fighting ghost minotaur pirates. In brewing the NPCs I'm looking for abilities and mechanics more fun than "resistance to mundane weapons, get hosed rogue while the three magic users fight them".

Right now my best idea is to let them bonus action into and out of the ethereal plane and give them something like the swashbuckler extra damage to creatures not adjacent to an ally. Or maybe reckless attack because granting advantage is less of a hindrance if you can go ethereal before getting attacked.

The party is lvl 4: rogue, warlock, two clerics

Steal from Kingdom Hearts and Pirates of the Carribean: they are vulnerable when in moonlight, which of course changes position throughout the fight.

mango sentinel
Jan 5, 2001

by sebmojo

Sleep sucks

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Nehru the Damaja
May 20, 2005

Since all your pals are going to be rolling attacks, Faerie Fire is pretty good.

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