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champagne posting
Apr 5, 2006

YOU ARE A BRAIN
IN A BUNKER


Raenir Salazar posted:

Are they just shy?

They will talk amongst themselves forever or until interrupted. They are also all friends.

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Rutibex
Sep 9, 2001

by Fluffdaddy
Mercenary wages are 3 silver pieces per day.

"Ok you have been employed as a mercenary for 20 years, minus expenses you now have 1000 gold pieces. The thieves guild once again asks you if you want to do the level one adventure to delve into the secret sewer vault beneath the necromancers guild. They offer 2000gp for one night work, and you can keep everything you find except the Deed to McGuffin Manor. No? Ok you invest your 1000gp into a bakery and for the next 50 years you make a total of 2000gp. After burial expense your characters grand kid inherits 1000sp. They are approached by the thieves guild......"

Mr. Lobe
Feb 23, 2007

... Dry bones...


I dunno, maybe I've just been spoiled with players who know how to play ball, but I would have no patience with anyone who is making me pull teeth to get them to engage with the game. You want to be a baker? Fine, you do so, and your story ends here. You want someone to dictate how that small business venture goes for you? Find a DM who wants to play house, because that is not me.

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


The bakery getting famous, getting the characters introduced to the movers and shakers, then getting destroyed is a perfect plot hook just staring you in the face.

Mr. Lobe
Feb 23, 2007

... Dry bones...


Chronojam posted:

The bakery getting famous, getting the characters introduced to the movers and shakers, then getting destroyed is a perfect plot hook just staring you in the face.

An acceptable sacrifice if it means I don't have to humor someone's bullshit

My attitude would be different if in session 0 the broad contours of this were determined in advance, but this doesn't sound like that situation

Raenir Salazar
Nov 5, 2010

College Slice

Mr. Lobe posted:

I dunno, maybe I've just been spoiled with players who know how to play ball, but I would have no patience with anyone who is making me pull teeth to get them to engage with the game. You want to be a baker? Fine, you do so, and your story ends here. You want someone to dictate how that small business venture goes for you? Find a DM who wants to play house, because that is not me.

In case it wasn't clear, he was loving with me :) as we were discussing the campaign while running a dungeon in FFXIV. The campaign hasn't started yet, as I got one last Uni course taking up my free time. :(



Rutibex posted:

Mercenary wages are 3 silver pieces per day.

"Ok you have been employed as a mercenary for 20 years, minus expenses you now have 1000 gold pieces. The thieves guild once again asks you if you want to do the level one adventure to delve into the secret sewer vault beneath the necromancers guild. They offer 2000gp for one night work, and you can keep everything you find except the Deed to McGuffin Manor. No? Ok you invest your 1000gp into a bakery and for the next 50 years you make a total of 2000gp. After burial expense your characters grand kid inherits 1000sp. They are approached by the thieves guild......"

This would be a hilarious premise for a D&D webcomic.


Chronojam posted:

The bakery getting famous, getting the characters introduced to the movers and shakers, then getting destroyed is a perfect plot hook just staring you in the face.

That's brilliant, some of y'all are more clever than me. :smith:

change my name
Aug 27, 2007

Legends die but anime is forever.

RIP The Lost Otakus.

I don't even think 1gp per day is that crazy, spending 1 gp each day is a "modest" lifestyle according to the DMG. If you're saving some of that, you'd still be poor.

lemonadesweetheart
May 27, 2010

change my name posted:

I don't even think 1gp per day is that crazy, spending 1 gp each day is a "modest" lifestyle according to the DMG. If you're saving some of that, you'd still be poor.

Yeah 2sp a day is poor.

If you use the lifestyle expenses as a baseline it should 1-2gp depending on profession.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Mr. Lobe posted:

I dunno, maybe I've just been spoiled with players who know how to play ball, but I would have no patience with anyone who is making me pull teeth to get them to engage with the game. You want to be a baker? Fine, you do so, and your story ends here. You want someone to dictate how that small business venture goes for you? Find a DM who wants to play house, because that is not me.

I never played the last third of Dragon Age 2 because once my PC got a pimped out house I was like "why would I keep adventuring? I was homeless, problem now solved"

Bad Seafood
Dec 10, 2010


If you must blink, do it now.
According to the services table, untrained hirelings run 2 sp per day while "Skilled" labor is worth 2 gp (and lists mercenaries as an explicit example). Your PCs may secretly be the chosen ones, but at level 1, that's the rate they should compare their paycheck against. That said, I have a low tolerance for players who sign up for the adventure game but don't want to go on any adventures. If your character wouldn't, make someone who does.

This does not preclude your character from ALSO operating their own bakery, of course.

Bobby Deluxe
May 9, 2004

A game where you run a bakery and fight monsters would probably sell really well on switch.

Mr. Lobe
Feb 23, 2007

... Dry bones...


As long as there's a plan to go from reluctant to the road, I'm fine with protagonists who aren't starting off Gung ho or maybe ever getting there, but I need to be met halfway. I need to be given a hook that is going to actually work. If i don't have the guarantee of that going in, I'm not interested in confabulating one on the spot.

Zurreco
Dec 27, 2004

Cutty approves.

Bobby Deluxe posted:

A game where you run a bakery and fight monsters would probably sell really well on switch.

That's just a slightly more specific version of Moonlighter, and that was a fun game as is.

Bad Seafood
Dec 10, 2010


If you must blink, do it now.

Bobby Deluxe posted:

A game where you run a bakery and fight monsters would probably sell really well on switch.
Recettear is a game for the ages.

A buddy of mine likes playing characters who are cooks as a side hustle, so I gave him an inn to fix up and run as part of his hook. It's worked pretty well, though it's kept the campaign a bit grounded. Next time I'll give him a food truck wagon to cart around.

Mr. Lobe posted:

As long as there's a plan to go from reluctant to the road, I'm fine with protagonists who aren't starting off Gung ho or maybe ever getting there, but I need to be met halfway. I need to be given a hook that is going to actually work. If i don't have the guarantee of that going in, I'm not interested in confabulating one on the spot.
Same. If your goal is to play up being the reluctant hero, I can work with that. "Why go adventuring when I can just get a menial job" though, why are you even here?

Raenir Salazar
Nov 5, 2010

College Slice

Bobby Deluxe posted:

A game where you run a bakery and fight monsters would probably sell really well on switch.

"Write that down! Write that down!"

Bad Seafood posted:

Recettear is a game for the ages.

A buddy of mine likes playing characters who are cooks as a side hustle, so I gave him an inn to fix up and run as part of his hook. It's worked pretty well, though it's kept the campaign a bit grounded. Next time I'll give him a food truck wagon to cart around.

Same. If your goal is to play up being the reluctant hero, I can work with that. "Why go adventuring when I can just get a menial job" though, why are you even here?

I think "grounded" typically means when referring to narrative like, "relatable", it took me 2s to realize you meant it in terms of keeping the campaign to a specific location! An alternative is something like, you have the player training an NPC to be like an apprentice and get them to the point they can watch the inn while you go off on more further afield adventures.

Raenir Salazar fucked around with this message at 04:32 on Oct 23, 2022

Reveilled
Apr 19, 2007

Take up your rifles

Hieronymous Alloy posted:

I never played the last third of Dragon Age 2 because once my PC got a pimped out house I was like "why would I keep adventuring? I was homeless, problem now solved"

At that point isn't the city like a few days from literally collapsing into all out civil war between radical revolutionaries who just love mind controlling blood magic and an insane fascist who wants to lobotomise everyone she can get her hands on? And the Pope is gearing up to call a crusade on your city if the problem isn't resolved.

I feel like at best this is going to negatively affect property values in your neighbourhood, assuming it doesn't just make you homeless again.

Also as I recall your house is just round the corner from the chantry, which gets Magic Guy Fawkesed rather dramatically. That's going to blow out all your windows at least, and if the price of new glazing isn't a reason to adventure I don't know what is, frankly

Bobby Deluxe
May 9, 2004

Although if we can infer anything from the real world, "I have a big house, who cares if society implodes" is not an entirely unexpected response.

Reveilled
Apr 19, 2007

Take up your rifles

Bobby Deluxe posted:

Although if we can infer anything from the real world, "I have a big house, who cares if society implodes" is not an entirely unexpected response.

True. As I recall getting your big house also involved you (re)joining the noble strata of society, and then the fashy lady refuses to let the nobles appoint a ruler and instead governs as a military-backed tyrant so I guess the Champion of Kirkwall is actually a Prussian Junker in this analogy.

*Zizek sniff* Magic is, of course, ideology.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

Zurreco posted:

We played with a Changeling who got slashed across the face and lost their eye. Whenever they changed, their new form still had a milky white eye and no vision because otherwise changelings are basically immune to long term physical damage.

All that to say that a deformity or scar could carry between versions and be an identifier.

That would seem to make it impossible for them to impersonate a specific character, which seems at least like a significant point of playing a changeling to me, at least. Personally speaking, I would compromise and keep the blindness no matter what the form, and keep the eye and scar if they're just making a random character, but I'd allow them to hide the scar/eye when appearing as a specific character. The eye would only appear normal, they still wouldn't be able to see with it, so they'd be forced to change their head movements, which would be a subtle giveaway in itself.

primaltrash
Feb 11, 2008

(Thought-ful Croak)

Zurreco posted:

We are a year plus and ~80% into the campaign. This was a minor issue until these last two sessions when the party became aggressively oblivious. I'm not going to blow it all up, just looking for advice on correcting the issue with a gentle hand.

If you're 80% through, I hope they have SOME sort of ally in the game by now, whether its the Martikovs, Richten, Esmerelda, the "Mad Mage". These are all people with a grudge against Strahd, but still practical enough to understand how bad the situation is in Barovia. If so, any of them could give the party an effective dressing down.

Zurreco
Dec 27, 2004

Cutty approves.

MillennialVulcan posted:

If you're 80% through, I hope they have SOME sort of ally in the game by now, whether its the Martikovs, Richten, Esmerelda, the "Mad Mage". These are all people with a grudge against Strahd, but still practical enough to understand how bad the situation is in Barovia. If so, any of them could give the party an effective dressing down.

They have had positive/supportive contact with the Martikovs and Jander Sunstar. They are also traveling with Ireena but are about to hand her off. They have been warned that they are reckless and well out of their league and should find seasoned vampire hunters like Richten or St Markovia.


e: Just to close this loop, I ended up speaking with two of the players in my party about my concerns. They confirmed that they are having a blast in the campaign and that I'm doing a great job. The conflict is that the NPC they are escorting/swore to protect feels like a huge burden that limits their ability to take risks or experience the real horror of the campaign, so they are prioritizing getting her to safety as soon as possible. They are already so close to resolving that that I am going to tinker the next session or two to ensure that is resolved so they can experience the sandbox as expected. Moral of the story: talk to your players!

Zurreco fucked around with this message at 18:51 on Oct 23, 2022

Ryuujin
Sep 26, 2007
Dragon God
When it comes to Warlocks, even if they are the best designed class in 5e, I am not happy with how they were done. Of course the 3.5 Warlock was one of my favorite classes in that edition, with Binder and Totemist.

The 4e Warlock was okay, not great, to me but fit the kind of game 4e was going for. If it had come later in the game's lifecycle it would have probably been closer to the Elementalist. I am okay with the inclusion of the Patrons, even the 3.5 Warlock eventually had some nods to this concept.

I would have preferred if the 5e Warlock had maybe gone the way of the playtest Warlock, which got short rest recharge resource that could be used for patron specific abilities or for some invocations. But you had a choice of at will or resource using invocations. They didn't get spell slots but were Ritual Casters with a Ritual Book. It would have needed reworking for the final version, especially since Eldritch Blast was the only cantrip like ability at the time that scaled. It would have at least been more interesting than what we got, just like the playtest Sorcerer would have been.

Or more likely what I would have liked would have been something closer to the 3.5 Warlock or Pathfinder Kineticist, though preferably without Burn. Make Eldritch Blast a class feature that scales by class level comparable to Sneak Attack. Get rid of spell slots. Maybe give them the Ritual Caster stuff. Have Invocations that are at will/constant. Probably start with 1 or 2 invocations, and gain 1 every other level. Either get a bonus one at multiples of level 5, or have a separate pool of abilities gained at different levels. You would have invocations that let you modify Eldritch Blast, either changing damage type or adding something special to it like knockback or slow and other that would change the shape of Eldritch Blast either allowing it to chain to multiple enemies depending on if you can keep hitting or turning it into a cone a line or a burst, or allowing you to attack with it as a weapon in melee but using its damage and abilities not the damage and abilities of whatever weapon you shape it as. Other invocations would be things like the Armor of Shadows where you basically have at will/constant mage armor, or a passive increase to speed, or the ability to read/speak/understand all languages or see in magical darkness, etc. Some of these the 5e Warlock actually has. And other Invocations would be at will versions of certain spells, in 3.5 they could get Firewall and Evard's Black Tentacles. This, in addition to Eldritch Blast and how it could be modified were what made the Warlock the Warlock. In 5e the Wizard is better at at will spells, at least once they get to 18th level, that the Warlock.

In Pathfinder the Kineticist was their answer to the Warlock. It gets an elemental blast that scales every other level in damage. At certain levels they get abilities that let them change the shape of the blast, or its range, etc. At other levels they got abilities that could add an effect to the blast. Warlocks in 3.5 could add one each to their blast, in Pathfinder Kineticist's were limited by Burn though as they leveled they reduced Burn cost and it was possible to play one without using Burn. At other levels, or possibly included in the pool of one of the other groups, the Kineticist could grab other abilities that did interesting things related to their element, like flight or creating walls, etc.

The Slack Lagoon
Jun 17, 2008



If anyone is or is planning on running Ghosts of Saltmarsh on Foundry PM me, I set up maps for my own campaign, would be happy to share if it helps you run your game.

Hexmage-SA
Jun 28, 2012
DM
Just realized that the spell Rope Trick could essentially be used to covertly enter any sort of vehicle.

"You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an Invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller Creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and Spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope."

All someone has to do is find out what route a carriage, ship, etc is expected to take and set up a Rope Trick at just the right height that so that someone can jump out while the portal is situated in the right place. You might could even have allies set up a stalling tactic to come out, do what you have to do, and climb back in before anyone is aware.

Narsham
Jun 5, 2008

Hexmage-SA posted:

Just realized that the spell Rope Trick could essentially be used to covertly enter any sort of vehicle.

"You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an Invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller Creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and Spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope."

All someone has to do is find out what route a carriage, ship, etc is expected to take and set up a Rope Trick at just the right height that so that someone can jump out while the portal is situated in the right place. You might could even have allies set up a stalling tactic to come out, do what you have to do, and climb back in before anyone is aware.

Sure, but you can do the same thing to a carriage with a rope and a tree and the tree lasts more than 1 hour.

HellCopter
Feb 9, 2012
College Slice
I get it though. A Rope Trick portal is invisible and intangible, so you could trick yourself into the interior of an armored wagon or any closed space. You just need to make it come to you.

Funzo
Dec 6, 2002



I got to experience the fun interaction between reach rules and grapple rules this weekend. Playing in a AL game at a local con and we got attacked by a bunch of Death Kisses. They have a 20ft reach and grapple/restrain anything they hit with a tentacle. Normally, the grapple rules say you can still attack the creature that is grappling you, but since it was 20' away, I couldn't reach it. I also got grappled by multiple creatures, and they acted before me in the round, so the only thing I could do on my turn was attempt to break a single grapple. I spent multiple turns doing nothing but breaking a grapple and making CON saves to avoid blood drain.
The only thing that kept me from being out of the fight completely was another PC grabbing me with a Dimension Door and moving me next to some monsters, breaking the grapple and putting me in position to hit them. Even that shouldn't have worked, since in the adventure teleport type spells don't work right, but the DM forgot about it.
I don't know why you would write an encounter that just screws melee fighters so badly.

Hexmage-SA
Jun 28, 2012
DM

HellCopter posted:

I get it though. A Rope Trick portal is invisible and intangible, so you could trick yourself into the interior of an armored wagon or any closed space. You just need to make it come to you.

Yeah, that's where I was going with this.

For example, say your party is on a ship being pursued by another one. They could Rope Trick in the hold and watch through the window until they see the opening is inside the other ship, at which point they could quickly jump out and launch a surprise attack from inside.

Granted, the DM could decide the pursuing ship doesn't travel in a way where that would work, at which point the party is doomed to fall into the open sea after an hour.

Hexmage-SA fucked around with this message at 00:12 on Oct 25, 2022

Zurreco
Dec 27, 2004

Cutty approves.
If something is physically grappling you, it is by definition in melee range. You should still be able to hit whatever they are grappling you with. If they are psychically grappling you I could see how that rules application might work.

Raenir Salazar
Nov 5, 2010

College Slice

Zurreco posted:

If something is physically grappling you, it is by definition in melee range. You should still be able to hit whatever they are grappling you with. If they are psychically grappling you I could see how that rules application might work.

What if grappling with grappling hooks.

Funzo
Dec 6, 2002



Zurreco posted:

If something is physically grappling you, it is by definition in melee range. You should still be able to hit whatever they are grappling you with. If they are psychically grappling you I could see how that rules application might work.

That’s what I thought too, but I was told I couldn’t hit the monster unless I had reach as well which I didn’t.

sebmojo
Oct 23, 2010


Legit Cyberpunk









It was grappling you with harsh language

Raenir Salazar
Nov 5, 2010

College Slice
Grappling with our self-esteem one saving throw at a time.

Hexmage-SA
Jun 28, 2012
DM
I know ropers have a trait that allows for its tendrils to be attacked to break them, which explicitly deals no damage to the roper itself. When I designed a homebrew monster with grappling tentacles I handled it the same way.

Raenir Salazar
Nov 5, 2010

College Slice
Kraken is also like that I think.

Slowpoke Rodriguez
Jun 20, 2009
How would rope trick get you into a vehicle? I could see it helping set up an ambush in order to get into a vehicle, but you can only exit back down the rope, so now going through walls. Am I misunderstanding what y'all are saying?

Mr. Lobe
Feb 23, 2007

... Dry bones...


Slowpoke Rodriguez posted:

How would rope trick get you into a vehicle? I could see it helping set up an ambush in order to get into a vehicle, but you can only exit back down the rope, so now going through walls. Am I misunderstanding what y'all are saying?

You position the portal somewhere a vehicle is going to go, exit the portal when the portal position is inside of the vehicle, which is a narrow time window, possibly expanded by strategically halting it with a roadblock or someone flagging it down.

Slowpoke Rodriguez
Jun 20, 2009

Mr. Lobe posted:

You position the portal somewhere a vehicle is going to go, exit the portal when the portal position is inside of the vehicle, which is a narrow time window, possibly expanded by strategically halting it with a roadblock or someone flagging it down.

Okay, I can visualize it now, thanks

imagine dungeons
Jan 24, 2008

Like an arrow, I was only passing through.
Ooops sorry that was the vats of acid carriage. The gold carriage got delayed at medieval customs.

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Zurreco
Dec 27, 2004

Cutty approves.
The vats of acid carriage made it through customs??

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