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Novum posted:Except these characters are actually incompetent. Gen. Hobgoblin is really good but shackled by his perceptions of how he thinks he's supposed to act. Seems like a bad character concept dude
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# ¿ Sep 15, 2018 17:51 |
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# ¿ May 13, 2024 21:34 |
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AlphaDog posted:Cognitive dissonance is a bitch. lmao this is pathetic
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# ¿ Sep 23, 2018 00:28 |
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Gharbad the Weak posted:I know there are issues with the various communities at large (I hear Vampire courted neo-nazis???), but they've been persistently worse for 5e, with even other d&d versions being generally (but not totally) better. lol ok dude
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# ¿ Sep 24, 2018 19:22 |
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Fruity20 posted:yes. I have tendency to be very gullible. I guess one thing i could do is write down notes on things my character knows and refer to it every now and then. I don't understand how gullibility fits into that? could you explain more? also don't worry about knowledge stuff too much. I have a wide range of players who vary between knowing the game inside and out, players who get really into characters and others who can barely remember anything about last session. a good group comes to a natural consensus of what a character should or shouldn't know through backstory and a bit of common sense.
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# ¿ Sep 25, 2018 17:47 |
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has anyone here got the adventures in middle earth players handbook/and or loremasters guide? i'm interested in the class composition + any rule changes made, and if it could be used in a homebrew low magic setting. though my players have played delta green so maybe the newest rune quest might be a better fit.
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# ¿ Sep 25, 2018 22:36 |
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Edit: misread post thought you was running it instead of playing.
Proud Rat Mom fucked around with this message at 14:16 on Oct 1, 2018 |
# ¿ Oct 1, 2018 14:09 |
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Sage Genesis posted:A while ago I told you that a friend of mine was going to DM and he didn't know which adventure yet. That choice has been made: Strahd. If your dm is new I recommend instead that they do the starter adventure, which is not only great, but is designed to ease new dms into the role. You can get away with a paladin instead of a cleric. It’s not a dungeon crawl, more like a narrative heavy adventure with sandbox elements. It’s great, but requires a lot of investment from both the dm running the NPC’s and players roleplaying to get the most out of it. Proud Rat Mom fucked around with this message at 14:17 on Oct 1, 2018 |
# ¿ Oct 1, 2018 14:14 |
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Kaysette posted:My currently sick brain broke trying to parse this but the short version sounds great. The ability to pop back up from deaths door at 1 HP no worse for wear really irks me in 5e. path 2e looks cool to me. I'm glad they are listening to feedback that isn't just grogs whining.
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# ¿ Oct 1, 2018 14:41 |
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Splicer posted:It's the age old case of yes the status quo is bad, but is this a good way to resolve it? It's just another counter that does nothing until it kills you. So more bookkeeping with minimal play impact. making the players feel threatened to go down is honestly the most important thing, and the wound counter does this without keeping people down and out of the game.
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# ¿ Oct 1, 2018 18:10 |
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Toshimo posted:I'm starting a Waterdeep Hardback campaign next week and I'm working on character ideas. These duders will probably be used only for 1-5 (or maybe they'll want to do the 6-20 after, but no promises). Standard array with rolled wealth. depends how much your DM knows about waterdeep, and if he reads the whole book before running it, alot of these characters including the rogue would have great hooks for the city already. the yuan ti especially works if you limit his ambitions into a more broader 'power' goal for the time being.
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# ¿ Oct 14, 2018 11:11 |
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gradenko_2000 posted:Follow-up: they roll treasure on the individual encounter table, not hoard treasure table
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# ¿ Oct 23, 2018 12:26 |
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AnEdgelord posted:So I just wanted to thank everyone (clusterfuck in particular) for the information. It sounds like Out of the Abyss is a campaign that requires a bit more work from the DM to get running than average which isnt really what im looking for. Id like something that is more or less complete out of the box. I'd recommend not running dragon heist. it's a low level city adventure missing any connective tissue or big payoff. Tomb can be really great, but it's more suited for a whole group that has a completed module under their belt.
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# ¿ Oct 28, 2018 10:03 |
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Nutsngum posted:Playing through Curse of Strahd as a tempest Cleric disciple of Thor has been way more fun then I thought. Been doing about 75% of the groups damage just by myself and I only just realized after hitting lvl4 at the end of last session just how good Spiritual weapon actually is in increasing damage potential. yeah spiritual weapon + whatever the circle of angels 3rd lvl spell is really sold me that martial clerics just kill the fighter equivalents, especially for the first 10 levels.
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# ¿ Oct 29, 2018 13:01 |
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Nutsngum posted:I think I have come across an issue with my melee Tempest Cleric build. In that it actually fails to scale well at all. you are comparing your at will attack for a specific subclass focused for at wills, and spiritual weapon makes up the difference most of the time anyways. you got better hit dice and ac to stay in the fight. by 8th level you can destructive wrath around 6 times a adventuring day, maximizing your divine strikes or call lightning.
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# ¿ Nov 6, 2018 13:47 |
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Nutsngum posted:So had to hastily throw together a last minute DnD game as one of our Strahd players is sick and I got asked to DM a one shot so I thought "gently caress it, ive wanted to run Tomb of Annihilation for for ages" so just bought it on roll20. Has anyone else found it to be really tough to get going or is it just the roll20 version seems to just dump you in a city with so much to do that you have no idea what to do? The lack of prep work didnt help but it was a massive struggle to guide the players into what they're actually meant to doing. I don't know how easy it is to get to work with roll 20, but cellar of death on the dmsguild is a perfect intro adventure and is linked directly to tomb of annihilation. That should get them up to level 2. Instead of dropping them directly to the city, have the teleport circle misfire and drop the party 3 days south from port nyanzaru. My intro character was one of them suspended 20 ft up from the jungle floor by vines with others scattered, with 4? dimetrodons snapping fruitlessly at the tangled player. i had 5 days of jungle encounters pre rolled, and if you give your players the map, they will know port nyanzaru is to the north of chult and should head in that direction (let them come up with a plan to orientate themselves). If they haven't found the city by the 5th day, have the encounter for the evening be them stumbling into Flaming fist mercenary's who escort them to there camp. the mercenarys could also come in earlier to stop a party wipe/mishaps if it feels like it's going that way. This should get them close to level 3, perfect for when they explore nyanzaru and get ready to set out proper.
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# ¿ Nov 27, 2018 23:34 |
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Toshimo posted:More WDH: I stopped running it part way through, but your dm dropped the ball on that one. It's pretty clear and readable in multiple places that there is a schism in the group. davil can slowly let on, or the way i did it, have the other sides lieutenant pay the pc zhent a visit for a chat at trollskull. You can't blame him completely though, if you ran the book without taking the time to add and foreshadow, the villains path never crosses with the pc's until the end. Curse and Tomb are the only campaigns worth running apart from lmop.
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# ¿ Dec 13, 2018 13:52 |
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# ¿ May 13, 2024 21:34 |
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One minor Gripe I have with d&d 5e is how loving ugly the dumb black with red splash book spines look on my shelf.
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# ¿ Dec 22, 2018 03:28 |