Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Toshimo
Aug 23, 2012

He's outta line...

But he's right!


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.
  • Need to hit a dragon with a sword, arrow, or spell? 1d20 + Attribute + Proficiency
  • Need to talk a shopkeep into giving you a discount? 1d20 + Attribute + Proficiency
  • Need to dodge an incoming Fireball? 1d20 + Attribute + Proficiency
Attribute modifiers are based on your score in the relevant Attribute for a given task:
  • Strength for swinging melee weapons and performing athletic actions.
  • Dexterity for attacking at range, dodging attacks, and moving stealthily.
  • Constitution for overcoming poisons or other negative statuses.
  • Wisdom for detecting lies, practicing medicine, and overcoming charms and other mind-altering affects.
  • Intelligence for recalling knowledge, defending against direct mental attacks, and scribing spells.
  • Charisma for deceiving or persuading others or making a public performance.
Proficiency is a scaling bonus based on your total character level that is added to rolls in skills, saves, and attacks that your class excels in (or that you've specifically trained in).

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:
  • Movement: Your movement is largely a meter that resets at the start of your turn. As long as you have any movement left, you can keep moving, even if you break up your moves with actions.
  • Action: You get 1 action on your turn. This can be an attack, spell, hide, dash for extra movement, or any other action you can dream up.
  • Bonus Action: The only default bonus action is to attack with an off-hand weapon, but some spells and class features take up your Bonus Action for a turn. You can only do one of them and it can generally take place before or after your regular action unless otherwise specified.
  • Reaction: Almost exclusively taking place on other characters' turns, Reactions are exceptionally fast actions that, as the name suggests, take place as a reaction to another action. A basic example is making an attack of opportunity against a foe moving out of your reach. You can only take 1 Reaction per round, so use it wisely.
That's pretty much the meat and potatoes of the system.


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
LMoP is the adventure found in the 5th Edition Dungeons and Dragon's Starter Set. It's designed to introduce both new players and DMs to the game, and will take the party from 1st level to 5th level.

The story begins with a goblin attack on the road, and quickly unfolds to reveal a series of kidnappings and shady characters operating in and around the frontier town of Phandelver. The players will have to work together to stop the evil forces at work, save the town from disaster, and re-discover the lost dwarven foundry of Wave Echo Cave.

LMoP was the first adventure published for DnD 5E, and has been generally very well received by players and DMs alike. The adventure is relatively short, and can be completed in about 5-6 sessions of 3-4 hours each. The adventure is often praised for its interesting story and characters, as well as for its sandbox design which allows the players to explore a large area at their leisure. The adventure concludes with a classic dungeon crawl as the party enters Wave Echo Cave to finally confront an agent of hidden evil, The Spider.

If you've never played Dungeons and Dragons and are looking to get started, either as a player or as a DM, The Lost Mines of Phandelver is a great place to begin. Also included in the Starter Set is full set of polyhedral dice and several pre-gen character sheets.

LMoP has the added benefit that, once completed, DM's can easily transition the adventure into one of the other adventures described below.

Tyranny of Dragons
Tyranny of Dragons was the first stand-alone adventure published for DnD 5E. The adventure is contained in two books. The first is Hoard of the Dragon Queen, and the second is Rise of Tiamat.

In ToD, the party encounters the evil Cult of the Dragon, who revere Tiamat, the five-headed goddess of chromatic dragons. By allying themselves with the Red Wizards of Thay and other nefarious groups, including evil dragons across the continent, the Cult hopes to bring Tiamat's physical form into this world. By doing so they hope to usher in a new era for Faerun, in which dragons rule.

The Tyranny of Dragons storyline is usually regarded as one of the weaker adventures published for 5E so far. Because it was the first adventure published for the game, many players and DMs have noted that some of the game mechanics feel incomplete or poorly designed, and several of the encounters feel either hamfisted or unnecessarily deadly. The campaign is also generally considered to be railroad-heavy, with few meaningful player options along the way. Neverthless, ToD is a good choice for groups who want to feel like epic heroes on a quest to slay dragons and save the world. Many resources exist online with tips for modifying and improving the ToD storyline.

Princes of the Apocalypse
The Elemental Evil storyline, Princes of the Apocalypse, is the second adventure published for DnD 5E. It is heavily inspired by the classic Temple of Elemental Evil adventure published in 1985.

As the party arrives in the frontier town of Red Larch, strange rumors and phenomena are spreading throughout the Dessarin Valley. Torrential rainstorms and heat waves rock the countryside. An important Dwarven delegation from Mirabar has disappeared somewhere along the trade roads, and everywhere cultists are appearing who worship the elemental forces of Air, Water, Fire, and Earth. Four so-called Prophets are to blame, each one seeking to reshape the world in the image of their elemental master.

Princes of the Apocalypse has been praised for its colorful cast of characters and visual style, as well as for its game balance and open-world concept. The first half of the adventure is a sandbox for DM's to flesh out and for players to explore, while the second half the adventure shifts to a classic dungeon crawl in which the party must confront and defeat each of the evil Prophets in their respective lairs. While PotA fixed many of the issues that plagued Tyranny of Dragons (such as a railroad narrative, and heavy reliance on plot devices to move the story along), PotA has also been criticized for a poor chapter layout which makes running the adventure difficult for first-time DMs. It has also sometimes been criticized for its second half, which consists almost entirely of an epic dungeon crawl that many groups have found tedious.

In general, PotA is an excellent choice for groups who enjoy flavorful villains and combat-heavy dungeon crawls. At the same time, its confusing chapter organization can present a serious obstacle for some new DMs.

Additionally, PotA offers a wide variety of new races and spells for players to take advantage of. As with ToD, many online resources exist for streamlining and tailoring the adventure to your group's needs.

Out of the Abyss
Out of the Abyss is the third adventure published for DnD 5E, and the first adventure for the game written primarily by Chris Perkins. It is a wholly original story that takes place in the Underdark, drawing much of its inspiration from Alice in Wonderland.

The adventure begins with the party in chains, captives of the subterranean Dark Elves. Even worse, it seems that some mysterious cataclysm in the bowels of the earth has opened a literal portal to hell, and now Demon Lords are rampaging through the Night Below. As the party escapes their stalagmite prison and flees their captors, they will have to make unlikely alliances with bizarre entities and inhuman civilizations if they hope to make it back to the surface, and bring an end to the demonic threat once and for all.

OotA has been praised for its originality, and for its ability to present an Underdark that feels both plausible and alien all at the same time. At the same time, others have noted that OotA has a distinct moral ambiguity around many of the obstacles the party will encounter, and is ideally suited for players who want to take on the roleplaying challenge of playing a Drow, Hobgoblin, or similarly non-traditional archetype. OotA is a great choice for groups who are looking for a story that is truly different, and challenges many of the pre-conceived notions of heroic adventures. It may not be ideal for groups looking for a more traditional narrative.

Curse of Strahd
Curse of Strahd is an update and expansion of the classic DnD module Ravenloft, published in 1983. It has been highly praised for its compelling story, its dark tone, and its primary villain.

The adventure begins with the party drawn through strange mists, into the dread realm of Barovia. There they encounter a land ruled over by a dark and sinister lord known only to Barovians as, "the devil." The master of these lands is the vampire count, Strahd von Zarovich, who looks down on his people from the towering spires of Castle Ravenloft. Each night the people of Barovia are beset upon by horrors of the night, by bats, witches, and werewolves, and the knowledge that they are mere playthings for their all-powerful tormentor. Count von Zarovich, utterly secure in his position, invites the party to explore his realm and witness for themselves its twisted nature. He knows that ultimately, they too will be either corrupted, or consumed by it.

Curse of Strahd presents the players with a true monster tale in the gothic style. It is distinctly not heroic high fantasy; players will often feel powerless and imperiled as they explore the lands of Barovia. Deadly encounters lurk behind every corner, and the party may find themselves running away, as often as they charge into battle. This is arguably CoS's greatest strength. Few other adventures have the power to draw characters into the story, and to make them feel as much a part of the world, as Curse of Strahd. This module has sometimes been called "the Dark Souls of DnD." It is a challenging adventure with a wealth of story to explore. But it is not for the feint of heart.

Curse of Strahd is considered by many to be the single best adventure published for 5th Edition Dungeons and Dragons. It's villain Strahd von Zarovich, and the climactic adventure location of Castle Ravenloft, are still considered iconic even decades after their original publication. The new material greatly expands upon and enriches the original content. However, CoS is a dark and deadly game. It may not be well suited for new and first time players, who may expect a more traditional heroic path for their characters.

The Storm King's Thunder
Storm King's Thunder is considered by many to be the premier adventure for 5th Edition Dungeons and Dragons. As a completely original story, it presents the party with an epic adventure ideally suited both for new players and new DMs.

Tales from the Yawning Portal
Tales from the Yawning Portal is not a single adventure, but a compilation of classic dungeons from DnD's past, recreated for 5th Edition. The title of the adventure refers to the Yawning Portal Inn in Waterdeep, where the tavern owner Durnan has been known to share rumors and stories from the many adventurers who've passed through his bar... for the right price.

TftYP includes 7 self-contained adventures. They are:
  • Whiteplume Mountain
  • The Hidden Shrine of Tamoachan
  • The Sunless Citadel
  • Against the Giants
  • Dead in Thay
  • The Forge of Fury
  • The Tomb of Horrors
Each of these classic dungeons brings something unique and different to the game. Groups who have been playing for months or years, and who may be looking for a break from their campaign, will find new and interesting stories here. Similarly, groups who may remember playing these adventures decades ago will be happy to see that these stories have been preserved for a new generation, and updated with modern art and rules.

Toshimo fucked around with this message at 18:08 on Sep 26, 2022

Adbot
ADBOT LOVES YOU

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

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.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

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.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Gharbad the Weak posted:

One of the effects of exhaustion is going to be disadvantage on saves, isn't it.

At 3 stacks, yeah.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!


D&D Adventurer's League is the Organized Play program for D&D 5E. It's split into 2 divisions: Forgotten Realms and Eberron.

The core conceit to Adventurer's League is that you are able to play a limited number of League-oriented modules with a consistent ruleset so that (a) you are getting as consistent an experience across tables as possible and (b) have a way for players without regular playgroups to drop into sessions at game stores and conventions.

So, here's the rundown:

Who can play/run an Adventurer's League game?

Anyone. As long as your table abides by all of the rules for play and plays an approved module, you're good. You can play at a convention or game store, a local MeetUp, online via Roll20 or other virtual tabletop, or even just with your friends at home. A DCI number is highly recommended for tracking purposes, but not required, and they are free to sign up for on Wizards' website.

How does Adventurer's League differ from a standard home game?

The big changes are:
  • PHB+1: Each character can only be built with the contents of the PHB and 1 other AL-compliant sourcebook. The compliant sourcebooks are SCAG, EEPC, XGtE (+Tortle Package), Volo's, and Mord's Tome. For practical purposes, this means about 80% of characters use XGtE, unless you really, REALLY want SCAGtrips, or to play as a monstrous race.
  • Milestone Advancement: XP is not used. Each hour of play is 1 Advancement Checkpoint (ACP) and characters level up at ACP totals based on Tier (for instance, each level from 1-5 is 4 ACP). You can choose to run any adventure at "slow progression", for only 0.5 ACP/hr, to stay in-tier longer to run more of that tier's adventures.
  • No loot: With very few exceptions, adventures to not reward any non-consumable loot (potions, scrolls, and ammunition are up for grabs). Instead, fixed amounts of GP are given for leveling up, and Treasure Checkpoints (TCP) are awarded based on ACP earned. TCP are used to purchase magic items from a fixed list, with additional purchase options unlocked based on which modules you complete.
  • Point Buy: Starting Ability Scores are determined with the Point Buy section of the PHB, keeping everyone within a certain power band.
  • Character Rebuilding: To give newer players a better opportunity to feel out what type of build works best for them, characters can be freely rebuilt at any point up until level 5, keeping all progress. Don't like your halfling rogue? Rebuild as a dwarven paladin! No problem.
That seems like a lot of rules. Why would I want to do this over just playing a homebrew game?

Adventurer's League isn't for everyone, but I'd recommend it for the following reasons:
  • New players wanting to have a standard D&D experience: As everything is played very close to Rules-As-Written (RAW), by playing an AL game, you know you're getting as close to the advertised D&D experience not tempered by other player/DM changes.
  • You are a new DM that wants to get their feet wet DMing : Since you're going to have a strong rules framework to work from, you can easily polish your DM game and find out what does and doesn't work for you.
  • People without a regular playgroup: AL is a great way to get some games in without a steady playgroup and is a good method for meeting other players in that situation.
  • Play on your schedule: Because AL is designed to be run on a per-module basis, you can sign up for games that fit when and how you want to play, especially if you are playing online.
  • Convention content: Many conventions and other events get special story modules to play that aren't available anywhere else for up to 6 months.
Ok, you like AL. But what's the catch?

Right now, in its 8th season, AL is in a bit of a transition. ACP/TCP is a new system and there's been some real problems with transitioning pre-S8 characters. They almost always come out way above or way below the current power band. Also, the new rules were largely not playtested, so you run into issues like Wizards getting the short end of the stick because downtime and gold are very limited, keeping them from scribing all the spells to their spellbook that they'd normally want. Also, the previous modules weren't retroactively changed to accomodate the new item/gold economy, so you'll occasionally run into stuff, especially at early levels, that doesn't work so well, like asking level 2 PCs for multiple hundreds of gold, or having level 3 PCs run up against mundane-immune or -resistant enemies before they can possibly have magic weapons.


That all said, I'd like to start DMing some more AL stuff once we get past Christmas, so I'll be post here with more details if people want to try it out.

Here's a set of links to AL resources:

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
I really think this thread is off to a good start and we've had a lot of people post a lot of good links and resources and everybody's been largely chill and good to each other for a whole 24 hours and I really appreciate that.

The only way I think it could really get to be the best thread it can be, though, is that if we all took a moment every time we read a real dumb MonsterEnvy take and went "nope, I don't need to respond to this, I can just let it float away like garbage on the tide."

Namaste.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Section Z posted:

One of my usual :sigh: issues with Rogues (which was also an issue in 4th ed) is how they are reputedly the "Find traps guy". Then you get saddled with finding traps running off WIS, AND official print traps where the spot DC can end up as high or higher than the disarm. And then 5th ed double dips by reviving Investigate, which uses INT.

"But you get expertise!" does not feel particularly impressive when it is used to shore up the fact that by default, Rogues can end up not so hot at finding traps. Or a well meaning GM saying "But the cleric took observant! That means they can find the traps FOR the rogue!"

I'm not sure I agree with any of this.

First off, the PHB explicitly mentions that rogues can choose to be the "find traps guy" or they can choose to focus in other areas.

Second, Rogues are almost completely focused on a single attribute (DEX) with their to-hit, damage, AC, Initiative, Stealth, and Sleight of Hand all coming from that single stat.

So, if you want to be a "trap dude" you get your option of going secondary on either of the 2 trap-finding stats (Int or Wis), getting larger bonuses to that stat than anyone else (Expertise), eventually taking 10 on those checks, and getting an extra ASI/Feat slot to use if you really, really wanted to focus on this.

All of that, does indeed let them choose to be "traps guy" in a way that basically anyone (except bards) can't really replicate.

What it all does add up to, is letting the non-rogue classes do a minimum level of trap-finding, which isn't a terrible thing, as it removes the hard class requirements from parties.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Nehru the Damaja posted:

Do traps even have any reason to exist as they do? I can't think of a system that feels less necessary and more harmful to the progress of the game. As implemented, you're telling your players "there's a mechanic that for the most part does not exist and will rarely exist. But if you forget that it actually *does* exist, I'm going to punish you. The only way to avoid this is to bring up the mechanic that functionally does not exist in every room when you go through a dungeon. Occasionally I'll decide if the mechanic exists and give you a *chance* not to get hurt by it."

BTW, this is almost word-for-word how I describe Encumbrance.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Nehru the Damaja posted:

Yeah, I feel like there's a pretty universal agreement among DMs though to the effect of "gently caress it, you get a Haversack or a Bag of Holding. I don't want to have to track this poo poo." And for some reason, this doesn't hurt Muscles Malone's feelings the way removing traps makes your Resident Thieves Tools Expert feel unwanted.

Hoo boy I made a rogue in AL and a bunch of the truest goobers were trying to get me to invest hard in increasingly large Belts of Giant Strength instead of pumping my Dex so I could just use STR for all my attacks while dumping it excessively and one of their go-to arguments was MAH ENCUMBRANCE.

(To be fair, the default magic items in the DMG are really really bad and dumb and unbalanced and it's miserable trying to gear out a whole lot of builds using just those.)

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Nehru the Damaja posted:

edit: I guess my only issue here is we'd have to track passive Investigation too, which the Observant feat insists is a thing but who's ever used that?

One of the nice things about the DnDBeyond character sheet is that, by default, it pulls out Passive Perception, Investigation, and Insight into a "Senses" block, which is a nice reminder that the other passive skills should get more play.

For example: https://ddb.ac/characters/3408615/QNlbYA

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Jeffrey of YOSPOS posted:

What do you mean by using passive perception in this case? Do you roll stealth for the trap or something like that? Passive perception seems weird to me because, in a lot of cases, it's indistinguishable from DM fiat. There's no way for me to unlearn my players' passive perception score to make good faith DC judgements. Rolling stealth makes sense when it's stealthy monsters rolling against them.

Official modules have explicitly proscribed DCs for traps. For instance, Dungeon of the Mad Mage effectively has 3 tiers of trap: DC15, DC17, and DC20. I think those largely map to the level range of the particular floor of the dungeon that the trap falls on.

So, if you've got the DCs planned out, it's a simple comparison at the time they enter the room. This falls apart a bit if you are making the traps up on-the-fly, but if you are prepping a homebrew in advance, you can largely work within a similar framework.

For example:

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Jeffrey of YOSPOS posted:

Okay but a DC 15 trap that I know in advance will be seen and not not something I could ever see myself putting in a dungeon. Why would I bother? Making my players think "ahh, a trap, I must be in a dungeon"? I get the point of traps in a game where you gotta explicitly talk about how you search the room, 10 foot pole and all that, but not this. So either I'm making a trap that I know 100% will be spotted or I'm making one that requires a DC 20 roll? Does everyone get to roll? If so, that's still practically guaranteed to be spotted. If not, that's a pretty harsh check depending on how I choose who gets to roll.

You can put stuff in that you know will get spotted. However, the marching order of the party will largely determine if and when they get to see it. You don't just plop people down in a room and go "Traps are here, here, and here". If the fighter is going first, he might eat the trap before the rogue or cleric can see it. If the rogue goes first, then that could be problematic for combat. There aren't perfect answers to every situation, but throwing things at a party to make their marching order matter makes trap-finding have an opportunity cost.

That said, we could argue all day whether Passive skills should be a thing, how traps should be found, etc. But I think the better discussion is "how can we do traps better within the framework of the system?".

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
Technically, although it's stupidly squirreled away in a feat, characters only need to indicate that they are moving slowly to be able to passively detect traps, so there's never a reason for repeatedly rolling.

Basically, the general version goes:
  • Party (or player) indicates they are being wary of traps.
  • DM indicates that they'll move at half speed (which is really only relevant if they are pressured for time).
  • Player(s) accept.
  • DM asks for Passive Perception/Investigation.
  • DM now points out any trap that would be passively seen.
  • Whenever player get to a trap above their passive, have them (whoever is in front of the marching order) roll an active check to spot the trap.
  • If nobody spots it, welp, time to resolve the effect (they may still have the opportunity to save to avoid, but the option to disarm is now off the table).

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

For_Great_Justice posted:

Yeah that is very clear. Thinking about it it may have come to DM of where it applies despite it being clear. It may have been an issue of not wanting dex advantage 90% of the time for traps. Party did the overly thorough checking of traps.

Or I'm wrong an a dumb idiot. More likely that.

If a barb just straight got advantage on DEX saves vs traps with no restrictions, that would still be ok and not overpowered.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Infinite Karma posted:

Carrying a backpack with dungeoneering tools, rope, tents, ladders, etc. makes complete logical sense for adventurers, because they have no idea what they'll run into, but it also makes terrible thematic sense, because Hercules isn't going to fight while carrying a giant camping pack on his back no matter how strong he is. And nobody imagines their character with weapons and armor and spell flourishes, with 100lb of bulky gear towering over him all day every day.

If encumbrance is supposed to make any kind of sense except as a resource to manage, any sane characters wouldn't leave home without wagons and wheelbarrows to carry their expedition gear, even if they were strong as hell.

This Hercules?



or the OG always-naked one?

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
I'm finally getting by Bowbear Assassin together in AL and it feels so good. I gotta work my butt off to keep relevant sometimes, but getting to full RP taking 10 on a sniper shot to the boss to start the fight and having a 50+ damage alpha at level 5 is C H O I C E.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Razorwired posted:

I don't think D&D really needs these little brother classes if you make your newbies actually play levels 1-3.

Even full casters are running with a limited suite, and the incremental nature of levelling up means you're not handed a 3 page spellbook without context. Rather than this obsession with simple classes I wish WotC would simply write their core books in a way that guides new players and DMs to learn the subtleties of the system by engaging with them.

I'm currently working through a write-up on the Official Adventurer's League play through of Waterdeep Heist and the DM (who is one of the people writing the rules for AL) is absolutely infuriating with how he's handling new players. Not only does he get basic rules wrong (when the newbies have the right interpretation in the first place), but his choice to not guide players through how to play to the game is killing me.

For instance, here's a bit from the first notable fight:
  • A rogue PC wants to throw 2 daggers. He tells them "no, you only have 1 attack".
  • A bard(?) PC wants to "spend their turn playing their instrument loudly to distract and get the attention of the monster". This should be cool and good and just be the help action. Instead, he makes them do a perform check, tells them they've enraged the monster who is now focused on them. Mechanically, this does nothing as he doesn't ever have the monster interact with them, and he doesn't have anyone benefit from the action. He establishes the precedent that he's gonna slow down the game to chuck meaningless dice so players can forfeit their turn. It's gross.
  • He gets bored of the combat after like... a round and a half, and has the PCs shortcut the entire rest of the fight with a OHKO action. Half of the players either spent their entire time moving into position (in TotM, no less) and I think only one of them made any sort of meaningful combat action (the rogue who only got to throw her one dagger).
  • It was pretty apparent that some of the people at the table were having a hard time because they were doing raw die rolls and not adding all their modifiers. Taking a second to remind a bunch of level 1s to use their proficiency and attribute modifiers would have been a huge help to the table, and also a good reminder for new players at home.

Overall, it was butts to watch and makes me mad, because it reinforces bad player and DM habits in what could have been a very good teaching session to start the program.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Ferrinus posted:

Meteor Swarm (this would deal weapon rather than fire damage and involve you zooming into or shooting at an area like a Dynasty Warriors character)

You mean like:



or

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Epi Lepi posted:

Correct me if I'm wrong, but I don't think the Eldritch Knight gets these spells and that's dumb as hell.

Correct. They are 5th level spells and EK only gets level 4.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
Humble Bundle has some 3rd-party 5E... ish? books.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
So, S8 of Adventurer's League saw them bring in some real restrictions on Magic Item acquisition. And whiny manbabies flipped their everloving poo poo on it.

I just learned today what the official DM advice is for the approximate number of Big Boy magic items (DMG Tables F-I) a player is expected to accrue from level 1 to 20 is, to stay sort of within the power guidelines of official adventures.

5: 2 uncommon, 1 each of rare, very rare, and legendary. Plus around 20 assorted minor items and consumables from Tables A-E.

Now, how many items does AL effectively limit you to by comparison?

10: 1 uncommon, 2 rare, 6 very rare, 1 legendary. There's some extra points floating around and you can get more legendaries instead of very rares, but they are more expensive and it's more a matter of unlocking them by running the right adventures.

D&D "fans" are the worst.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Bloody Hedgehog posted:

I just picked finished going through Art & Arcana, and I dug all the old D&D art. I found though that I far more enjoyed the older art than the newer stuff. The new stuff is certainly beautiful and technically accomplished, but it's so staid and monotone and lifeless compared to the older images full of color and pop.

Is there any consensus out there among D&D fans about new vs old art? Are people happy with what were getting now, or is there a groundswell hoping the D&D crew ups their art game?

HOW loving DARE YOU??

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
Don't use tinypic.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Arthil posted:

The issue from what I understand is less the amount, and more how you get them. Instead of kicking down the Dragon's front door, giving him the worst bad day ever, and then getting to rifle through his hoard... "Congrats! Here's some loot points". Kind of deflates the whole thing, doesn't it?

That's a valid complaint. However, I have heard a poo poo to of munchkins whine about the reduction in items and how they can't make their superman builds like they used to.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Darwinism posted:

Loot in AL has always been a shitshow seesawing between "give the players fun things" and "b-b-b-b-but my verisimilitude" and this change will not be the last. Did they at least change it so that more than one person can get the good poo poo from a module?

If an item would drop in an AL module, you now just unlock it for purchase. You get Treasure Points whenever you get Advancement Points (which are used in place of XP for milestone leveling). You buy magic items with Treasure Points.

So, effectively, if a module drops a Vorpal Sword, every player unlocks it for purchase and can choose whether or not to buy it if it's relevant to them.

If you were the player hoarding poo poo tons of magic items because you loot hoovered everything you could get, you hate this system.

If you were the person who was only taking the items they needed and fairly distributing everything, this system is fine.

If you were the person who never got poo poo, this is awesome for you.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
Yes. The overall system is a very big improvement. It has a ways to go, but as far as a complete overhaul, it's a good step in the right direction.

If I had it my way, I'd make all of the following changes for S9:
  • Reduce the cost of all items by 25%. This lets you get your first item at level 4 instead of 5, because you want people to get an item in Tier 1 which is nice for player retention, and lets people get some good feedback and feel strong at the end of the tier before they dive off the cliff into Tier 2.
  • Allow +X Weapons/Armor to be traded in for 25% credit for X+1. Right now, you can buy a +1 Longsword, but when you buy the +2, the +1 collects dust because there's no value in trading it and you can't sell it.
  • Make unlocks player-based instead of character-based. This will push people to run many different adventures instead of re-running the same mods for "meta" items.
  • Put some more low-level unlocks in higher tier content. Right now, if you don't get any unlocks of note in T1, which can often be fairly short (I just ran 1-5 in 4 total 4 hour modules), you'll have nothing to trade, and a lot of cool style-defining items are in the Uncommon and Rare tiers. Getting some more unlocks for lower tier stuff enables better trading and lets you make your build more individualized.
  • Find a happy medium for mundane treasure. Apparently WotC (not the AL staff) really didn't like people running around with big piles of gold, but taking away basically all mundane treasure is punishing to certain builds and immersion-breaking to everyone.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

TheGreatEvilKing posted:

That prevents the table full of wizards from stabbing each other over the headbands of intellect, so I'm OK with this?

Also, it was definitely the EKs and ATs stabbing each other for the Headbands of Intellect.

It was real sad when I was trying to build a Rogue and some particular folks got Super Ornery about wanting me to just use Belts of Giants Strength for attack/damage and ignoring my Dex so I could hoover up feats.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
In short, yes it bears similarities to MMO token systems. And, no, that's not necessarily bad.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
Factions aren't really a thing anymore, in that your renown doesn't tie to a faction and you can have renown while factionless (but, weirdly, leaving a faction resets your renown).

However, they did add a neat little renown benefit: at the start of every module or HC chapter, you get one of the following, temporarily, based on your renown level:
  • Potion of Healing
  • Mundane item up to 100gp value
  • Inspiration
  • Potion of Supreme Healing/Elixir of Health
  • Vehicle with Noncombatant crew

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
Ok, so AL recently unlocked this item as an option for everyone and I really liked it for my Bowbear Assassin:


Then I went back and read the RP fluff on it and was like... HOLD UP. I WANT IN ON THIS TRAIN.

So, I looked up Mechanus and it's what I remembered from 2E as Nirvana, most famous as the home of the Modrons.

It's a plane strewn across the Lawful axis, and being that my bugbear is LE (as the only evil option for AL is LE), I'm looking at revising his backstory to really go HAM on this concept.

Digging around I found this bit:


Yeah. This is EXTREMELY MY PACE.

What I'm looking for:
  1. Any other resources (especially sourcebooks) dealing in Mechanus/Nirvana, regardless of edition.
  2. LE-compatible factions/paragons in Mechanus.
  3. At higher Assassin levels, I'm going to be able to start creating false identities for myself. I'm looking for ways to integrate all of the above into my false identity network.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
Oh no what have I done.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Waffles Inc. posted:

If I make an AL character at home to bring to a session, do I make them level one? Is there an at-table catch up mechanic or will I just be the low level person in the party?

In all of my scouring and downloading the player packet or whatever, I can't find anything on the specifics of guidelines for making and equipping a new character

Are you using this packet? https://www.dmsguild.com/product/208178/DD-Adventurers-League-Player--DM-Pack

The entirety of page 2 of the Player's Guide is Character Creation.

But, yes, level 1. Any AL table will be run at a specific Tier, and Tier 1 is level 1-4, so if you show up to a Tier 1 table with your level 1 guy, you might be the lowest, but everyone will be relatively close and the encounters will be doable at your level.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
CharOp: I want to dip a level of fighter with my rogue. What's the best time up until level 10 to dip? Is it even better if I start fighter 1 and then just go rogue from there?

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
Yeah, I'm doing it for a bow rogue so I can get big boy bows and Archery style. The medium Armor and Shield aren't doing me any good, so I figured to do it either after 4 or 5.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

JustJeff88 posted:

This made me laugh because it reminded me of something. Years ago, I was playing the board game Pandemic with an old friend and a few others. This game is, not surprisingly, about wiping out four worldwide plagues. The game encourages you to name these diseases for flavour, so my mate named them "Gonorrhoea, bears, smaller bears and Taylor Swift"

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
I think I have this guy right how I want him before I lock him in for good. https://ddb.ac/characters/3408615/X45crh

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Ginger Beer Belly posted:

I am trying to let playstyle direct how future levels are chosen, but I can easily see 19 rogue/1 fighter to maximize sneak attack and rogue/swashbuckler abilities, or go as far as 6 total fighter levels for Action Surge, Battlemaster or Champion, ASI, extra attack, and another ASI.

Yeah, for my assassin, I'm looking at 1-3 levels of fighter.

Level 2: Action Surge vs. Feat
Level 3: Battlemaster Dice vs. Elusive + 1d6 Sneak Damage

Also, the tiny HP benefits of 1 max HP per fighter level and +1 healing on Second Wind/Hit Die.

The larger problem though, is where I'd place those levels if I did take them? Delaying Slippery Mind feels like asking for trouble in T4.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Malpais Legate posted:

So after using Mind Flayers in my game, I need to ask: were those creatures designed to be fought at all? Especially in a game where only like, 1.5 classes don't use Intelligence as a dump stat.

As written, they can basically stun and maim the party with little to no resistance. It really frustrated a few of my players and I had to redo some poo poo on the fly, otherwise they'd just have been better off not showing up to the fight. And it still turned out that way for the cleric and warlock.

0/10 never using mind flayers again.

Get a paladin. Trivialize everything.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Ginger Beer Belly posted:

I haven't read it, but there may be some useful info for you in here ...

https://www.dmsguild.com/product/262748/Tome-of-the-Pact

Ah, sweet. Thanks.

Adbot
ADBOT LOVES YOU

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
R A N T M O D E

Tomes are dumb as poo poo and nobody should be able to benefit from multiple times per stat and tomes should self-destruct after reading, Mission Impossible-style.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply