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Selachian
Oct 9, 2012

DerVerrater posted:

Conversely I would say multiclassing being optional has been fantastic for me in dictating who I play with, I've found those that argue immensely for it to be part of the game usually are the ones I don't play with.

It's disturbingly common for me to see the argument 5e is too open to 'dm abuse' due to the 'power' they have, if your afraid of the dm being in control one must consider if why you rp with that person in the first place

If you feel you have to be "in control," why are you playing with a group?

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Selachian
Oct 9, 2012

Turtlicious posted:

Do you have to "convince" your DM for everything in 5e? jfc. Is nothing just simply worded or standardized?

I miss the keyword system.

This is what we refer to as "empowering the DM."

Selachian
Oct 9, 2012

Sage Genesis posted:

This is what really gets me about 5e discussions. It's the big chandelier-swinging roleplay improv empowerment game, apparently, but as soon as someone tries to actually swing from that chandelier they always, always are being badwrong. Except if they cast Mordenkainen's Helpful Light Fixture because in that case they're being creative and possibly even overpowered.

Back when the Wizards messageboards were still active, there was a thread where someone pointed out -- not negatively, just in a "huh that's interesting" way -- that a 20th-level elemental monk could use Water Whip to trip a dragon. It was immediately flooded by enraged posters declaring that was OBVIOUSLY a mistake and that no REAL DM could possibly allow a player to get away with shenanigans like that, even if the rules allowed it.

Selachian
Oct 9, 2012

Kurieg posted:

What one of his dungeons required you to stone-to-flesh a door and hack through it?

Maybe you're thinking of the Mithril Doors in the Tomb of Horrors? If the PCs scratch them, they start gushing blood, eventually filling the room and drowning the PCs. (Oh, and exposing the blood to fire produces a poisonous gas that kills you with -- sing it with me -- no save.)

Selachian
Oct 9, 2012

Payndz posted:

The Goon Druid drives away enemies with the combination of a foul odour and repellent scabs plucked from within his neckbeard.

Could also have a Moog Druid, but he'd probably step on the bard's niche a little too much.

The Arcane Brickster, meanwhile, uses his magical powers to create constructs from small colorful plastic blocks.

The Tattlemaster Fighter gains bonuses for turning in the other players for cheating.

Selachian
Oct 9, 2012

Forever_Peace posted:

Just bought the pathfinder humble bundle, and a bunch of friends want to try out a game.

A few of them have played D&D before, most of them haven't, and I've been playing pbps here for a couple months. I may be DMing.

Is there a fun, easy, single-session pathfinder module that would be good for us to cut our teeth onto as we learn the system? Also, any advice on which materials to print and which to leave as pdfs (or which things are available on the SRD)?

The current plan is to just use pregens for the first module or two before adding some of the other book content for custom characters and a longer campaign if we enjoy the group dynamic.

PF isn't really on topic for this thread, but I've heard good things about We Be Goblins! If you want a more "traditional" D&D experience, try Hollow's Last Hope.

Paizo is pretty good at including stuff on the SRD. I don't think you need to worry about printing too much.

Selachian
Oct 9, 2012

AlphaDog posted:

Pretty sure it's just wizards (and higher level thieves) in 2nd ed.

IIRC, there were two kinds of scrolls in 1E/2E: scrolls with stored spells, which you had to be an appropriate-class caster or a thief with Read Magic skills to use, and Scrolls of Protection from (thing), which anyone could use.

Selachian
Oct 9, 2012

Lukavi posted:

I'm starting to work on OotA as a dm but something stupid is bothering me. It mentions twice that ilvara has/carries a Scourge. What the gently caress is that? The picture looks like a spider but I searched all the books for monsters and items and can't find poo poo.

https://en.wikipedia.org/wiki/Scourge_of_the_Underworld

Selachian
Oct 9, 2012


When do we get the beach towels, the wood-burning set, and the latch-hook kits?

Selachian
Oct 9, 2012

wisdomHNOX posted:

I was actually thinking that as I typed it. At the very least they'd probably get an inspiration because it's in character even if it's not optimal.

On the other hand, I've seen DMs who actually say that they wouldn't give bonuses to a PC who jumped on a dragon's back, because hey, jumping on a dragon's back is cool enough to be its own reward.

My experience with D&D (not 5E, just D&D in general) is that it tends to punish attempts at stunting, either through penalties ("You want to trip the guy with your weapon? Okay, roll to hit at -4, and if you hit, you do no damage but he falls prone") or requiring too many rolls, such as calling for multiple rolls to swing on a chandelier as discussed above.

There are plenty of reasons for this: DMs feel they have to be "realistic" by breaking an action down into its components and requiring a roll for each one (the chandelier example, again); DMs feel that just letting players do cool stuff is abdicating their authority over the game (I've been guilty of this in the past myself); and DMs are afraid they might break the game by making it too easy for the PCs to achieve powerful effects (the "bag of sand" problem -- if the DM makes it easy to blind an enemy by tossing sand in his eyes, then players will naturally start carrying bags of sand into every fight).

Selachian
Oct 9, 2012

Harvey Mantaco posted:

I had someone bring up "stunt points" from another game (that they didn't remember.) She was saying that apparently you roll 3 dice along with your 20 if you're making a standard melee attack and if you get any doubles or triples you get stunt points you can spend on special stunts? I was thinking that it might be a cool way to bridge the "fun poo poo to do" gap between casters and melee. (I know there's other problems with 5e, but one battle at a time)
Has anyone seen anything like this fleshed out? Even if it's not specifically for 5e that's fine, I'd butcher it up for our needs anyway.

To add to the above, Dungeon Crawl Classics has a similar system with its Mighty Deeds of Arms rules (which, IIRC, are only for fighters). You roll an additional die every time you roll to hit -- starting with a d3 at first level, and increasing in size after that -- and if you get 3+ you can add a special effect to the attack or do a stunt.

Selachian
Oct 9, 2012

OneThousandMonkeys posted:

Has enworld or any of the other banner-waving sites woken up to the anemic support for this edition yet? This is the least-supported version of D&D in history.

You do see occasional complaints about the lack of content on ENWorld. They are inevitably buried under a wave of insistence that everything is fine, just fine, what more could you possibly want?

Selachian
Oct 9, 2012

Payndz posted:

They could probably get someone to pay them to produce Dragon again (by licencing it), and just have one guy on WotC's D&D staff whose job it is to say yay or nay to whatever fan-made free content the licencee is planning to publish each issue so they can maintain control over the IP as a whole. Christ, that guy probably wouldn't have to spend more than two days a month approving the proposals if the lead times were long enough, and if the mag is online only they don't even have to worry about finding replacement editorial to fill the pages if something's turned down.

Basically, they could get other people to give them money for the privilege of taking all the risk and doing all the work.

Isn't this basically what the DM Guild is?

Selachian
Oct 9, 2012

ProfessorCirno posted:

For what it's worth, shove is actually very important because it's an easy way to gain advantage, and the way non-spellcasters pump out their damage is to gain advantage then activate GWF or whatever the -5 attack +10 damage feat is.

A while back, there was a "Make the Best Martial Character Possible" thread over on Giant in the Playground.

Pretty much all of the submissions were based on a strategy of shoving the opponent over, using an immovable rod to pin him/her/it in place, and wailing on the pinned target until dead.

Smell the tactics!

Selachian
Oct 9, 2012

FAT BATMAN posted:

I am playing a cleric for the first time (lawful good), in a campaign with a fairly standard fantasy setting, and last session our party met another party with a LG cleric that worships a different deity. I kind of glossed over any lore in the PHB about clerics and how having a pantheon of gods works, but generally how do clerics regard other clerics? I mean is it no different from how you'd expect a priest and a rabbi to get along? What would be an appropriate attitude for a cleric to take regarding the deities that others worship, allowing that my own deity is not the only deity to exist? I mean, this is stuff I'll decide for character myself, but I'm wondering how it's usually approached in general DnD settings.

Obviously, it depends on the campaign, but my experience is most D&D settings assume clerics on the same general side tolerate each other -- there's not much in the way of inter-deity friction. Partly because, as you say, you can't really claim they're following false gods when they can cast the same spells you do, and partly because D&D clerics tend to spend less time debating doctrine and trying to save souls, and more time turning undead and patching up the fighter for the umpteenth time.

Selachian
Oct 9, 2012

Latest survey results are out.

http://dnd.wizards.com/articles/features/june-2016-dd-survey

Short form: revenant not really successful, inquisitive rogue okay, and as for the Monster Hunter fighter...

Mike Mearls posted:

The results for the Monster Hunter suggested an interesting direction for the fighter. I feel like the Battle Master fighter is one of the sorest spots in the Player’s Handbook. It falls flat in conveying flavor.


Could that *possibly* be because the BM is restricted to the simplest, blandest combat maneuvers imaginable? Gee I dunno!

Selachian
Oct 9, 2012


They tend to get overlooked, but I'd also pimp the L series (particularly L1, The Secret of Bone Hill), which give you a nice starting area to play with.

The N and I series are ... uneven. Some classic stuff, some absolute dreck.

Selachian
Oct 9, 2012

ritorix posted:

Now we need a system where every spell is matched up to a mana color, and everyone plays a planewalker.

Or just roleplay stuff out, and pull out actual mtg decks to resolve fights.

The fighter gets one card, but he can play it as often as he wants.

Selachian
Oct 9, 2012

quote:

EAGER HUMAN ROGUE FROM AN ISOLATED MONASTERY WHO WAS TOLD THEY'LL NEVER BE GOOD ENOUGH


"Shut up, Brother Ignatius! I can too climb this wall! Just watch me! *sniffle""

Selachian
Oct 9, 2012

FMguru posted:

All accounts point to that being the exact explanation.

An early player was a big fan of the Kung Fu TV show and wanted to play a character like David Carradine's and he wrote up some rules and sent them to Gygax and he liked them enough to print them and well now here we are.

And D&D didn't start out as medieval - the early stuff is full of world mythology and weird fantasy and fairy tale and sword & sorcery stuff; it only later took on the familiar form of Tolkien-goes-to-RenFaire (I blame the heavy initial uptake of D&D by medievalist groups like the SCA for that)

Jim Ward was the player in question, and I've heard the Remo Williams/"Destroyer" books cited as another inspiration for the monk.

And when we're talking about characters from Gygax's campaigns who would give modern grognards conniptions, we can't forget Murlynd, Don Kaye's character who was basically a D&D cowboy. Complete with Stetson hat and magic six-shooters (Kaye was a Western buff). Murlynd ended up becoming a minor god in the Greyhawk setting, even.

Selachian
Oct 9, 2012

djw175 posted:

So nothing new with the whip :v:

God I wish the whip was ever usable by anyone ever in any D&D.

Tempest fighter dual-wielding scourges in 4E was pretty darn effective, especially once you added in all the various flail feats that enhanced tripping and forced movement. (IIRC, there was also a uber-specialized combat style feat that was based on a spear/whip combo.)

Selachian
Oct 9, 2012

Novum posted:

His skeletons rise from the dead with a sunny disposition and a can do attitude

https://www.youtube.com/watch?v=h03QBNVwX8Q

Selachian
Oct 9, 2012

BambooEarpick posted:

Yeah, I guess all the extra calculations would bog things down. It'd be like playing Final Fantasy Tactics but you have to figure everything out by hand. "Oh, ok, my zodiac sign is Pisces which gains +5% chance to hit against Virgo but reduces damage by 3% against Gemini, hmmm...."

There's also the issue that combat in 4E is *supposed* to take a while so everyone has the chance to bust out a couple of cool moves. 4E combats work best as big action movie sequences, as opposed to "you bump into five kobolds as you round the corner, roll for initiative" trash fights.

4E (IMO) works better with fewer, but bigger, fights per adventure, while 5E goes the opposite direction and calls for more, but shorter, fights.

Selachian
Oct 9, 2012

I think it's generally best not to treat the warlock's patron like his/her shift manager, constantly watching for misbehavior. Most of the patrons are immensely powerful beings with multi-planar responsibilities, and they're not going to concern themselves too much over one mortal walking around with a tiny fraction of their power, any more than Mark Cuban is gonna care if an intern at one of his companies is swiping paper clips.

Selachian
Oct 9, 2012

I would suggest talking to the DM first before going to talk to her. Part of being a DM is making sure no one hogs the spotlight and everyone has fun.

And allowing a player to bigfoot the DM's authority to determine rulings, in a game like 5E that operates heavily on DM rulings, is asking for trouble.

For me, the biggest red flag is her asking "is PVP allowed," assuming she was serious. There are some groups that can deal with PVP without hard feelings, and some RPGs even cater to that style of play, but it's definitely not something I would want to do in a group that I just joined.

Give her a chance to dial it back. If not, :sever:

Selachian
Oct 9, 2012

habituallyred posted:

I think it is warlock o clock, if you can get them to explain why a decent pair of boots costs less than a bra.

If I'm going to be extremely charitable ... he may be thinking of the original "In the Dungeons of the Slave Lords" tournament module for 1E, where clever players could earn points by converting their clothes to tools or weapons, such as using a bra as an improvised sling.

Selachian
Oct 9, 2012

gradenko_2000 posted:

I'm cautiously excited about what they're going to cook up for new Fighter Archetypes. Not necessarily because I think it'll be good, but because it's where the rubber will meet the road.

Predictions: a thug (fighter who poaches some of the rogue's stuff), kensai / single-weapon specialist, and maybe a "guardian fighter" that's a half-assed attempt at recreating a 4E defender?

Selachian
Oct 9, 2012

Kurieg posted:

http://media.wizards.com/2016/dnd/downloads/2016_Fighter_UA_1205_1.pdf

it's there now?

e: hahaha loving christ he brought back the Marked condition.

Of course you can only use it for 3 rounds per short rest, because gently caress you.

Selachian posted:

Predictions: a thug (fighter who poaches some of the rogue's stuff), kensai / single-weapon specialist, and maybe a "guardian fighter" that's a half-assed attempt at recreating a 4E defender?

Well, one out of three.

Selachian
Oct 9, 2012

Thumbtacks posted:

How exactly would you roleplay a character with extremely high wisdom and extremely low intelligence? I think the spread is something like 18wis - 7int.

I'm just not entirely sure how that character would act....

Your standard Wise Old Lady who might not have a lot o' book-learnin' but knows what's important.

Selachian
Oct 9, 2012

Yeah, 4E abandoned the idea that two weapons = two attacks, except for specialized two-weapon builds (e.g. ranger, tempest fighter, whirling barbarian). 5E, of course, brought it back because tradition.

Selachian
Oct 9, 2012

Allstone posted:

Hot new character concept: three dogs, but one of them has a gun (Druid 2/Ranger 3/Artificer 6)

Aggressively hegemonizing canine swarm?

Selachian
Oct 9, 2012

Arivia posted:

You burn them because unconsecrated corpses often are turned into undead, especially now that Myrkul's back. I'm assuming from your description that there's not enough time for them to have proper burials presided over by a priest of Kelemvor.

Alternatively, big hole + quicklime.

Selachian
Oct 9, 2012

User0015 posted:

Either tell them what the major differences are in your campaign: "Magic is wild and hard to control.", "Half the world has been invaded by demons." "The mages of Netheril have returned.", "The realm has fallen under a curse that slowly consumes the living." or don't.

If you don't, and they say, "Well gently caress if I knew that and it's reasonable my character would have done Y instead of X" you say, "Ok."

I can confirm from hard experience that trying to conceal important details about the campaign premise from the players rarely ends well.

Selachian
Oct 9, 2012

What does a blue mage do when fighting, say, zombies or orcs or other monsters that don't have much in the way of interesting special abilities?

Selachian
Oct 9, 2012

unseenlibrarian posted:

A class specialized in piloting special magical strength-augmenting magical armor: Hexoskeleton.

There's also the Fate-based game Iron Edda, where you play Viking warriors piloting "mecha" made out of enchanted giant bones to fight dwarf-made clockwork machines.

Selachian
Oct 9, 2012

dont even fink about it posted:

Tell me about racist poo poo in Tomb of Annihilation.

Just read this.

Selachian
Oct 9, 2012

AlphaDog posted:

Since the Player's Option book for 2nd ed, honestly. Then 3rd ed's mix and match multiclassing made "build" a much bigger thing than it was before that.

If you're playing vanilla 2nd ed (or 1st, I guess) there's not much to "build". Select a race, select a class or multiclass from the list. Maybe select a kit. That's your build. I mean, you can still try to find the OP options, and there are lots of those, but there's nothing like feats or ASIs to gently caress around with, no prestige classes, no "at level 3 choose your archetype", nothing. Apart from spells*, you're pretty much done once you make the character at level 1.

Even back in those days, people described their characters in mechanical terms all the time: "Hi, I'm playing Murdock, a neutral good human magic-user." No one wanted to hear your epic backstory.

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Selachian
Oct 9, 2012

Nash posted:

I had to deal in my first dm gig with the party splitting up. Three headed to the goblin cave and two others took the wagon into town. The three were going to try and clear the whole cave while the others were in town.

This sounded incredibly boring for the other two so I switched focus to them. After returning the cart to Barthen, they promptly headed for a tavern. The player who previously said he wanted to “torpedo the game” wanted to try and gamble at a table of card players.

I had the old men playing cards tell the player to gently caress off because it was a private game. The guy puts down a gold piece and is still promptly told to gently caress off. He rolls a 1 on a sleight of hand check to steal some money on the table. I told him to take one point of damage as an old man at the table puts a knife through his hand.

At this point they finally decided to head back to the cave. I was not prepared for a split up group as a first time DM.

Unfortunately, there is a certain class of player who takes being told "no" by a NPC as a signal to get even more aggressive -- clearly there must be something valuable here or the DM wouldn't be trying to block me from it!

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