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/5eg/ D&D 5e General: OC Donut Steel Edition
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>All official WotC content
https://mega.nz#F!UVkTnT5b!FJ34UZ98BMY2mEtexenS7g

>Tools for 5e, other stuff, miscellaneous homebrews
http://pastebin.com/X1TFNxck

What's your favorite character concept you'd like to play in 5e?
>>
A warrior whose main contribution to a battle isn't directly killing enemies, but harrying enemies with relatively minor attacks and using his tactical know-how to coordinate his allies into a lean, mean, fighting machine.
>>
>>44378264
Mortal prison warlock who's just an average terrified normal dude who happens to have a horrifying extraplanar entity renting out his body.

They're getting used to it.
>>
I tend to run games rather then play them, but as DM I get to create loads of concepts. Current favorite is a wizard sent off to study with druids by his superiors. Has spent the past 4 years having to live in a forest with druids basically exiled from his city. He has written his thesis and just wants to head back home and get back to city life. But his superior (a pc wizard) wants more info on how druid magic works and keeps extending the length of his stay.
>>
I'm a big fan of Roman-themed elven soldiers, older then the invention of steel and very set in their ways. By now they have fought just about everything at some point in time and they are not sure what to make of the medieval theme the rest of the world has going
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>>44378134
>Ritual spells pulled from any spell list
You can do this as a warlock 5/sorcerer 15. Or a bard 20, they get ritual casting from any list, full casting, and a small handful of other actually useful class features making them better all around.

>invocations that allow for at will alter self,
When are you doing to need aquatic adaptation more than once a day? And don't bring up the change appearance bullet (just take disguise self at will at warlock 2 and go sorcerer the rest of the way) or the natural weapons (just use eldritch blast, what are you doing with melee weapons?).

>arcane eye,
When are you going to need more than a single cast a day?

>immunity to darkness,
You can do this as a warlock 2/sorcerer 18. This point has nothing to do with what I asked.

>and silent image,
When are you going to need more than a single cast a day? Alternatively, just use minor illusion.

>plus invocations that allow for bonus damage on your main form of damage
You can do this as a warlock 2/sorcerer 18. This point has nothing to do with what I asked.

>and push your enemies back each time you hit.
You can do this as a warlock 2/sorcerer 18. This point has nothing to do with what I asked.
>>
>>44378264
A character focused on using improvised weapons that may just be a monk whose unarmed strikes are fluffed as attacks with shit he's holding.

A character focused around throwing weapons that isn't a rogue, and actually has mechanics to get around the one-item-drawn-a-turn restriction.

A weeb shit character focused around iaijutsu, who gets bonuses from drawing and stowing his weapon every turn.

A bear-shaping druid/monk that can actually use kung fu viably as a bear.
>>
>>44378264
Javelin chucking half-orc ranger.
>>
>>44378916
You want to play a sitcom?
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>>44378264
Look kid, Im a seasoned player, some might even say that Im one of the best, if not the best, gamer this board has to offer. Dont believe me? I have over 300 hundred board games at my house, over a 100 at my arms reach right now. Card games? I got a deck for every possible combination of cards of M:tg, I even go to tournments and shit. No biggie. D&D? I'm proud to say that as a player I'm always the party leader, maxed as I can be and I'm not afraid of taking that extra edge that puts me ahead of enemies and allies alike. Hell, I got to get paid for having sex with hot girls and killing dragons with my expert builds. I like to shit on the GM one-directional adventures, by solving it with brains and brawl instead of one or the other, wether the party likes it or not. When Im the GM, Im proud to say that NO PARTY ever finished one of my adventures. Think you're gonna face some lazy sleepy goblins? Think again, they are fully trained comandos, that will attack and take full cover before you can do shit. Dont hate the player, hate the game. WH40K? Dont even get me started, kiddo, shit would blow your weaklings mind on how real it gets.
So, you listen, kiddo, and you listen good, because this will be a freebie.
Character concepts aint gonna mean shit if you are the fucker who gets the party killed for your lack of minmaxing skill and wanting to be MUHOCDONUTSTEAL fucker who wont listen to the partys leader, Dennis!
You gotta play hard, if you want to win hard.
>>
>>44378264
Anyone got tips, or a pdf or something, for the dm to handle the chaos thing from the chaos sorcerer?
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>>44379396
With Tides of Chaos I just increase the chances of doing wild magic on leveled spells from 1 on a d20 to 5 and under. I've got enough to worry about as a DM.
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>>44379396
>>44379451
>enough to worry about as a dm
True that yo.
If your players are asking for more, dont overdue it, the best way to fuck everything up istry to make everyone happy.
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>>44378264
Oath of Devotion Paladin with a giant owl as a summoned mount. Use it and a handy glaive and just buzz around unmolested while slapping the shit out of wannabe fly-boys, and basically acting like I'm in Top Gun the whole time.
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Is there any kind of conversion pamphlet or program that can help me bring various NPCs and monsters from 3.5 to 5e?
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>>44379641
>npcs and monsters
Like what?
>>
>>44379641
maybe this?
http://brentnewhall.com/games/1e5e.html
probably unbalanced as fuck.
>>
Is it worth it to go Warlock 20 or should I just go warlock 4/Sorc 16?
Which is better for murdering things?

Undying Light Warlock if that makes a difference.
>>
>>44370893
>>44370991
>>44369776
I actually decided to follow this train of thought and put the 14 into str, 12 into dex, and 11 into int. The only thing it would make sense for me to get out of a high int would be Nature checks, but I have a proficiency there.

>>44370858
The thing with sticking in druid all the way is, since I have magical druid instead of wild shape druid, the class will be kinda boring between 11th and 18th levels. We have a sorcerer who is setting himself up to be the encounter-clearing type of mage, and our monk sacrificed a magic item, which the DM shouldn't have let him make use of to begin with, to turn into a cleric. I don't need to be as strong in the magics as seems to be the idea. My heals are more of a cherry than necessary, and my current spell list gives us plenty of utility and control. There's also the fact that using feats to progress my martial skill means it will be the end of our group before it comes online, whereas I can be decent in combat within a couple of fighter levels. Getting to level 9 and being a solid all-rounder is more realistic at this point.
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>>44379219
That's the general idea.

I could always play it straight by turning up the edge or making the patron more obviously bestial/malevolent, but I sort of like the idea of a warlock/patron relationship in which neither party is willing.

Airs alternate Wednesdays at 18:00.
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Fuck, after a year of running a campaign I'm running out of monsters for the group to fight...

MM2 when pls. The scarce amount of enemies strewn through the APs aren't enough, WOTC...

>mfw someone suggests to me to use homebrew leddit custom monsters
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>>44380004

>let him sacrifice an item to turn into a cleric

you guys must be from fire emblem because that sounds like a second seal to me

Good call, anyways. With a 14 in Strength you will reach the point where you can use your great sword with GWM MUCH, much sooner. I'd take the feat at Fighter level 6/8, personally. Honestly, if you weren't dead set on Druid I probably would have recommended you go Paladin/Fighter or Cleric/Fighter over Druid/Fighter, since you'd get much more out of it. But if the other guys a Cleric it might not be needed. Good luck anyways.
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>>44379948
>Undying Light Warlock
'Cause UA totally counts.

Merry Christmas, anon.
>>
>>44380250
Isn't undying in Scag now?
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>>44380250
Wut? It does in my game where the DM has all UA things they are allowed in a drive fokder
>>44380295
No.
That's Undying I think
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>>44380295
Undying and Undying Light are two separate patrons. Yes, they should've called it something else. Maybe they will if it ever gets booked.
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>>44380018
Get better at making encounters, and not just throwing monsters at people.
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>>44380018
How about reskins? Just give them a weird magic effect and no one will ever know.

Are you really just going through them alphabetically or something?
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>>44379673
Stuff that hasn't been brought forward yet. Thoqqua. Shocker Lizards. Destrachan. Bodaks. Howler Wasps. Ibixians/Goatfolk.

You know, the non-standard stuff that's not quite obscure, but that doesn't always get used. I've got 20-odd sourcebooks of monsters here. I planned on running an exploratory campaign in a fantasy-australia that's primarily insects and aberrations, and I'd like to use some of the stuff that got fleshed out in 3.5.
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>>44379120
This is what happens when you answer obvious trolls with chips on their shoulders.

If you don't want to play a warlock, don't play a warlock. Your dick's not gonna get any bigger because you did a theorycrafted case study and posted it on a Burmese Decoupage website.
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>>44380004
I use the old 2e asumption of in. Multiply your INT score by ten. That would be your character's IQ if they took a modern IQ test. Int 11 is an IQ of 110. That's slightly above average for an educated resident of an industrialized nation who enjoyed adequate nutrition their entire life. Even a 9 INT isn't fundamentally 'stupid'. Just not particularly quick on the uptake.
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>>44379600
I wanted a giant owl mount for a sort of paladin border patrol/scout concept, with a level of sorcerer for Feather Fall. Find hotspots and drop in.
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>>44374145
our group (totally new to DnD) started with that adventure and eventually we got to that point. We had the option to kill the cultists and avoid the dragon since the druid npc had warned us that it's very powerful, but we decided to tell the cultists that we were there to worship the dragon. So when we got there our dragonborn dragonic bloodline sorcerer (I think he had some kind of bonus on dragon interactions) tried to persuade the dragon to accept the cultists as our sacrifice to him, but failed his roll badly. So the dm had the dragon attack us and with a single breath attack we had 2 deaths and 1 unconscious.
I think the point in this adventure is to avoid fighting the dragon at all costs, you can't fight that thing at lvl 3
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>>44379600
>>44381120
What's the encumbrance of a flying mount? Could your paladin wear full plate and fly?
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>>44379641
There is an official pamphlet for converting any previous edition to 5e, but it mostly amounts to using intuition and letting the flavor be your guide. For converting monsters I usually just use the table in the dmg for creating new monster stats by CR
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Thinking of using this houserule to make warrior types a little better and to make combat move faster, and to make missing in combat feel less bad:

Half Damage on Misses

Weapon attacks (including unarmed strikes and natural weapon attacks) made by player characters deal half damage on a miss. This rule does not apply to NPCs, with the exception of important or named NPCs or particularly powerful enemies. A missed attack that is also a natural 1 does no damage, as normal. This rule also does not apply to spell attacks.

Features that trigger on a hit, such as sneak attack, poison applied to weapons, or additional damage dice (such as from a flametongue sword) do not trigger on a miss. You only roll your weapon’s base damage and add your appropriate modifiers (ability scores, weapon bonuses, etc.) and then halve the damage.
>>
>>44382237
That's fine for fighters and other characters that get multiple attacks, but that further fucks up rogues that fall behind in damage anyway.

Also honestly, martials don't need help doing even more damage in 5e. A whiff with an attack is whatever, because they have an attack to spare.
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>>44382237
Have fun adjusting your encounter difficulty.
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>>44382312
So it's not a change that would add anything to the game to make it better?

>>44382444
What will need adjusting? Enemy HP?
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>>44382237
Why the hell would it not apply to NPCs? You're just going to make half the party much more powerful to make the players feel better?
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>>44382237
Half might be a bit much. Maybe go with the ability score modifier and let Battlemasters use a superiority die to add to it. Not sure what's going on at your table where you feel the need martials need a boost in combat and not anywhere else.
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>>44382461
>So it's not a change that would add anything to the game to make it better?
I'd say definitely not. 5e combat is already pretty fast, so long as people don't dick around on their turns.
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>>44382237

>warrior types a little better

they're already the best damage dealers in the game, they really don't need the assistance.
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>>44382537
Oh. Well, that's good to know. I guess I just got burned so hard by 3.5 and PF that I assume anything from WOTC and/or Paizo is going to have sub-par warrior types.
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>>44382537
>>44382662
But fighters and barbarians were the best damage dealers even in 3.5 and PF.

Dealing damage was never a problem. "Doing shit other than damage" was the problem... and 5e does let them do other things in a fight to a small degree, but outside of a fight, hah, no.
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>>44382903

maybe at lower levels but Wizards higher level spells would blow a barbarian/fighter out of the water.

Casters get less lower spells now, and warriors get ridiculous action economy breaking damage (thanks to Action Surge) which lets them deal hundreds of damage in a round every short rest or so.

They sure as hell don't need MORE damage.
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How would one make pic related in 5E?
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My brother has expressed interest in DMing. Since I have been DMing for the group for about over a year, I wish to encourage his new found .

Whats a good module for a beginner DM but not a beginner player module? Something simple for a novice DM
>>
>>44383014

He's just a regular dude with exceptional training, so I'd say a Sword-n-Board Fighter. If you want the electric part for your stun n stick, you could ask your DM if you could make a weapon attack for Shocking Grasp.
>>
>>44382903
It would certainly take a skilled or dedicated GM to come up with a game where the fights were simple enough that damage output was the deciding factor while still being interesting and fresh, or one where all the particular strengths of each PC are accounted for and incorporated while also having credible reasons for why problems couldn't be solved by casting a particular spell.
>>
>>44383041
Lost Mine of Phandelver is good for both. It starts off linear and then branches out.

None of the other 5e campaigns are good for beginners. The two in Tyranny of Dragons are fuck-hard, and Princes of the Apocalypse and Out of the Abyss are both non-linear sandboxes.

He might also want look into Sunless Citadel. By replacing the traps/DCs/encounters with 5e-balanced versions, it's a great starting adventure for 5e, from experience.
>>
>>44383336
Not a storm trooper in general, just TR-8R, the baddest trooper from the new movie.
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>>44383014
a storm trooper? I would just play a ranged PC, it's not like I ever hit anything, anyways.
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>>44383357
Not a storm trooper in general, just TR-8R, the baddest trooper from the new movie.
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>>44383014
Fighter

I'd stat a tonfa bludgeoning 1d6, maybe make it finesse. beg DM for a magic one with shocking grasp esque electric damage
>>
Scene: a crowded market.

What shady characters might the PCs see? When interrogated or revealed, what do they find?

>Two robed figures wheeling a covered cart
>When revealed, the cart contains various magical sex toys
>>
>>44382662
>>44382237
Why? You're making assumptions based on obsolete information. Warriors, monks, rogues, etc don't NEED 'fixing' any more. They're no longer the red-headed stepchildren of the system. They perform just as well as casters do. There is no longer a class imbalance, at least not one relevant enough to need fixing. Stop trying to invent problems dammit!
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>>44383448
a hunter selling "questionable" meat his meat
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>>44383465
>There is no longer a class imbalance, at least not one relevant enough to need fixing. Stop trying to invent problems dammit!
well, they still lack the ability to affect the narrative and exploration aspect of the game, but yes, the disparity is certainly a lot less.
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>>44383448
a prostitue that charges the average rate but does not allow kissing. she loves being kissed
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>>44383448
A full-blooded orc in poor-fitting garb, standing nervously outside a closed tent similar to ones many other merchants have set up. He looks sweaty and nervous, especially for an orc.
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>>44383490
I'd say Rogues don't have trouble with that, since they're amazing at Skill checks due to Expertise and all of that. Fighters and Barbarians are supposed to be combat specialists, as well, so I don't mind them being weaker at noncombat sort of things too much. Especially considering they're not actually horribly inept at them, they just don't have skill checks or utility spells (which are usually guaranteed success skill checks with a huge drawback i.e. charm person).
>>
>>44383014
Take hamfisted "muh racist pulease man" and then throw him at "noble savage negro"
>>
>>44383490
Thanks to customized background, any class can have any 2 skills they want to affect the narrative and help with exploration (like deception, persuasion or survival) or use their background abilities to bypass such skillchecks entirely (heres looking at you Outlander).

Barbarians, fighters, rogues and monks all also have ways to fly or teleport, which also significantly impacts the exploration aspects of the game.
>>
>>44383605
>>44383726
*snicker* these guys think skills affect the narrative.

point at them and laugh
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>>44383465
What? All I ever hear about is how Ranger, Monk and Warlock are garbage. Sometimes Rogue.
>>
>>44383756
Oh, my bad. Thought he was talking about talking about spells like "Charm Person" which now only gives you advantage on skill checks and makes it so the target won't attack you as long as nothing harms it.

If you aren't talking about charm spells when you mean "affecting the narrative", and you weren't talking about flying and teleporting spells either, what did you mean?
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>>44383829
That's because /5eg/'s meta is usually fucked. Warlocks are actually one of the most popular classes outside /tg/ (going by surveys), and while all of those you listed have flaws, they're still perfectly playable. In most groups they'll still contribute their fair share in and out of combat.
>>
>>44383852
spells that can allow you to literally change the story, rapidly.

Yes some classes get short range teleports, but others can teleport across continents.
There are spells that can do the following:
Never worry about food or water no matter the environment
Create Pocket Dimensions
Breathe Underwater
Go to other planes of existence
Change Weather/Terrain
Change someone's Memory
Literally just get to say "Oh, I know that now"


Now dont get me wrong, I love martials in this edition, and casters have gotten nerfed quite a bit, but let's not pretend they are on equal footing.
>>
>>44384087
Popularity =/= effectiveness
>>
>>44384087
Honestly, I always get excited about the prospect of playing Warlock. Before getting into D&D, I assumed Warlocks would be one of three things, and it turned out those three things were all in the game (Tome, Blade, Chain).

Then I realized nothing you do is better than spamming Eldritch blast and your party would always be wishing you were a Wiz or Sorc instead.
>>
So what does /tg/ think is the most fun class if every class is shit?

Hardmode: not Wizard
>>
>>44384328
Beastmaster Ranger
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>>44384328
Rogue is objectively the most fun class to play, and it has a pretty diverse range of archetypes to choose from now.
>>
>>44384328
Warlock. Pirate background. Cultist of Cthullu. Ia! Ia! Cthullu Fthagn!
>>
>>44384328
Half-Orc Druid. Circle of the moon. You want to treat me like an animal? I'LL SHOW YOU AN ANIMAL!
>>
>>44384278
It's also really shitty that the only one worth taking is Tomelock. Bladelocks just suck, and Chainlocks are highly dependent on how your GM interprets the Help action
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>>44384622
>Chainlocks are highly dependent on how your GM interprets the Help action
The real power of the chain pact is being able to have an invisible (and sometimes shapeshifting) creature that you can communicate with and see and talk through no matter how far apart you are. You can functionally destroy campaigns with Chains of Carceri.
>>
>>44384695

Would it be better if the player didn't have 100% control of the pets actions? I.E. they can ask it to do things but it's not entirely beholden to listen all the time or do exactly as you say.
>>
>>44384113
1/2
>Never worry about food or water no matter the environment
Not exactly true, if a place somehow had no life or water in the whole area, I could also believe that it could exist inside an antimagic field. If a DM is making food and water really matter, and he says that there are absolutely 0 other lifeforms to eat or any water whatsoever he is probably going to meddle with your spells too.
>Create Pocket Dimensions
Correct, no other class can do anything like this, and I definitely think its one of the unique cool things a wizard can do.
>Breathe Underwater
kek, Fighters and rogues can both do this. So can anybody that picks an amphibious race.
>Go to other planes of existence
Which other planes of existence exist and how you get there is up to the setting and DM fiat. Sure in one setting the ONLY way to get to another plane might be to cast a spell, but its never been like that in a game I have played, and there are no "core" planes of existence (the ones in the DMG are for FR). Whether or not you can step into the realm of faerie from any mirror or its just the one spell is all DM fiat, and there is no "standard answer"
>Change Weather/Terrain
Anyone with a pick or shovel can change the terrain, although changing the weather is another one of those really cool things that wizards get to do. You cant do it in combat because of the 10 minute casting time and the 1d4x10 minute change time, but getting a tropical forest to arctic temps could do a lot of shit.
>Change someone's Memory
Modify memory is a hella shitty spell. Actually read the thing. Go on, I'll wait. Did you read the part where it said the DM determines how well it works, if it all, completely regardless of a failed saving throw? You probably have similar odds of modifying someones memory by getting them black out drunk or hitting them in the back of the head with a frying pan. This is probably you just remembering some really strong spells from 3.5
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>>44384832
2/2

>Literally just get to say "Oh, I know that now"
Literally any of the knowledge checks do the same thing, especially because all of the "Oh i know that" spells involve a die roll just like them, or are heavily subject to DM fiat (just like the skills are).

Wizards get to do some unique game changing stuff, but its nothing to the degree that other classes can't contribute. Just like wizards can't do ALL the other things that other classes can as well.
>>
>>44384832
>>44384923
Are you fucking trolling me here?
>>
>>44384113
I fix this by making my fantasy fantastic.
People make deals with deities and demons.
Items can let people do things not listed in the book, and the characters get them because they're fucking adventurers who adventure for such things.
Talking to people matters. Strategy matters. Politics matters.
The gods aren't gonna let you cast some world-raping spell just because you want to.
Chemicals are developed which give people even more badassery in battle.
Anti-magic stuff exists.
Hell, even mundane shit like people being able to go to a library and do effective research there.
>>44384832
With everything reasonable you said,
>Can breathe underwater- if you're an aquatic race
The whole fucking point of the water-breathing magic in the first place is that they let you do things normally unavailable to your race.
>>
>>44384956
>I fix this by
that's entirely the point being made though, you have to FIX it.
>>
>>44384956
>everything reasonable
>GM fiat!

If GMs applied the same amount of fiat to martials as they did casters, they'd instantly be labeled That GM.
>>
>>44384832
>kek, Fighters and rogues can both do this. So can anybody that picks an amphibious race.

What the fuck kind of bait is this? A Wizard doesn't have to be from an amphibious race to do this and the only other way for a fighter or rogue to do this is to use a magic item...


>Anyone with a pick or shovel can change the terrain,

Since when can you turn rock into lava with a shovel or even into mud? You sure as hell can't do that in the middle of combat.
>>
Are Eldritch Knights really sub-par? They seem cool to me but everywhere I read people are saying that they're not good at all.
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>>44385009
the fact that one of their limited schools is evocation doesn't do them any favors, but they are still Fighters, and thus good at doing what their name suggests.
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>>44385009
They're fighters with magic tricks. They're good.
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>>44384981
Imagine that I own a car frame I have to buy an engine for, and I have to heavily modify the car to fit the engine.
But it's less expensive or time-consuming than buying a completely new car, and runs well enough that I don't want to bother with it.
That's basically Dungeons and Dragons.
It's a basic set of generic stuff that works as well as you hotwire it.
>>44384984
The reasonable stuff being
>Knowledge rolls mean I know stuff now
>Planar travel being niche
>Memory being one of those things the DM handles anyways
>Food being suddenly unavailable for some reason isn't bullshit out of a specific situation
>>
>>44385033
>hotwiring and modding a car LESS time consuming than buying a car

You rode the short bus to school, didn't you?
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>>44384562
Holy shit that's awesome. Might steal that for my next character.
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>>44384791
That's possible to be done outside of class. Doing it to chainlock is pretty shitty. Giving the familiar their own opinion and thoughts on orders might be enough.
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>>44385095
No, I've just never had to modify a car, and it was the first metaphor I could think of.
>>
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So my players got a hook to go to a coastal town nearby that's gone quiet, I plan on having it ransacked by Koa-tua and having them take slaves for sacrifices, my question is this, Is Dagon still a thing in 5th edition? I remember him in the old fiend codex books, and thought it would be cool to have him sorta influence the fish folk that attacked this town. What other sort of creatures should I have around that either work in tandem with the Koa-toa or are elite minions of Dagon that I can have serve as a Boss monster.
>>
>>44385033
>Planar travel being niche

Dude, a hell of a lot of the setting is set in a multiverse.
>>
>>44385009
>>44385029
The problem is that evocation spells are more or less completely fucking useless for an Eldritch Knight.
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>>44385139
Whales are hardly ever used as enemies due to ecological issues and people getting up in arms about saving the whales.
However, they're huge creatures and could be fairly intimidating, just because of the scale.
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>>44385139
Since Dagon is in the Cthulhu mythos and Cthulhu is in 5e, I'd say yes, but he's not explicitly mentioned anywhere, no. Only squidface is.
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>>44384994
>What the fuck kind of bait is this? A Wizard doesn't have to be from an amphibious race to do this and the only other way for a fighter or rogue to do this is to use a magic item...
RTFM. They can, learn the system before you contribute to the conversation.

>Since when can you turn rock into lava with a shovel or even into mud? You sure as hell can't do that in the middle of combat.

I assumed that doing it in the middle of combat wasn't part of the individuals point, since Control Weather (what he mentioned in the same line) is a spell with a 10 minute casting time that takes another 10-40 minutes afterwards to have ANY effect whatsoever. Second off, what spell turns rock to lava? I must have missed that one.
>>
>>44385199
>RTFM. They can, learn the system before you contribute to the conversation.
Okay, I honestly want an explanation on this, because I must have missed some herb or tool or something that you can buy.
Holding your breath isn't the same as breathing underwater.
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>>44385141
Thats not whats being debated I think, instead it how easy it is to get to those things. Its all setting dependant. Can you walk into the Shadowfell from certain dark corners of the world? Deepest shadows? Any shadows? Assuming it exists, that is.
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>>44378916
>>44379219

>Starring Norman Fell as "The Warlock"
>And introducing Ny'argulac The Devourer as "Ul'koruk The Destroyer"

>In "That's My Patron!"
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>>44378264
A Blacksmith/Merchant who seeks to put his own creations to the test himself, picking fights and taking the weapons of those he's defeated. With a trusty mule and cart following him around, he sells both the trophies he's picked from the dead and the weapons he's made whenever there's downtime.
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>>44385224
he's probably being retarded and goingto say:
>hurr durr be EK/AT and take the spell
which COMPLETELY misses the fucking point of the argument which is: CASTERS ARE BETTER than non casters
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>>44385224
Arcane tricksters and Eldritch knights can just cast it themselves.
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>>44385244
>>44385248
>Arcane tricksters and Eldritch knights can just cast it themselves.
I FUCKING CALLED IT!
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>>44385244
>>44385248
There are two types of people in the world...
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>>44384525
Pretty true. From second level every round you can do a thing and another thing as a bonus action, and that doesn't get old (for you).
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>>44385244
Follow the argument bro, this wasn't about casters vs non casters, it was about class imbalance.
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>>44385306
>Follow the argument bro, this wasn't about casters vs non casters, it was about class imbalance.

Between the casters and non casters, you fucking goober.
>>
Is Minor Alchemy anything other than a useless ribbon?
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>>44385348
grifting strangers.
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>>44385348
Turn an iron lock into chalk or talc and break it to pieces with ease.
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>>44385403

Why not turn it into white phosphorous for maximum entertainment value?
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>>44384832
Note that the spell Plane Shift requires

>metal rod worth at least 250 gp, attuned to a particular plane of existence

How to get one, and/or how to attune it is up to the DM.
>>
>>44385403
>>44385426
It would have some cool uses like these but it takes 10 minutes.
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>>44385435
true but if a party was able to acquire that rod, all the martials would be able to do is shove it up their ass, or someone else's ass, if their into that sort of thing
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>>44385456
and then lasts for an hour (concentration). What's the problem? It's not meant to be activated in combat/crunch time
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>>44385435
>metal rod worth at least 250 gp, attuned to a particular plane of existence
...What?
What the hell does that even mean?
Are you... dowsing for a goddamn plane of existence?
Fucking wizards, man.
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>>44385139
Wait, I thought the kuo-toa worshipped Her of the Tits and the Lobster Head. Did Dagon usurp Blipdoolpoolp when I wasn't looking?
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>>44385492
Tits and lobster head? fucking Kuo-Toa better back the fuck off my waifu
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>>44385474
I'm just a bit salty transmutation wizards getting the short end of the stick.
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>>44385503
You bet. The 1E Legends and Lore was filled to the brim with naughty pics. Usually evil goddesses.

Some which have remained in my mind since the first time I perused that hallowed tome:

> Loviatar in her boudoir with her tits out
> The Azted goddess of vice on the beach with her tits out
> Blipdoolpoolp with... well you guessed it.

Pic: Tits and Lobster Head, spoilered due to 1st grader graphics.
>>
>>44385516
eh, it's not that bad, sure divination/evocation/abjuration's lvl 2's are strong, they only do the one thing. Transmutation's lvl 2 is far more versatile, if you are clever.
>>
>>44385556
...and OF COURSE I forgot to hit the spoiler button. Well, it shouldn't be that naughty.
>>
>>44385558
If you want clever and versatile you take Conjuration.
>>
>>44385516
2nd level: Destroyer of Locks
6th level: Free increase to speed or single-type energy damage resistance
10th level: Mini-druid
14th level: Shota/Loli Wizard that cures all diseases and poisons and can raise the dead
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>>44385583
>>44385558
I just wish there some was some actually synergy with transmute spells.
>>
>>44378264

My favorite concept that I'm yet to play is to take the Knight Background Option, and have an apprentice. I'd like to play an Eldritch Knight who is training a young Spellblade or Eldritch Knight; the actual character is an old mentor character, the younger character an aloof youth with a strong contrast between the two. At some point during the campaign, I would like to see one of the two die or retire to another life, thus inspiring the other to become motivated by this action.

This implies I will ever not be an eterna-DM.
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>>44385316
Every class can cast spells, so I guess there are no noncasters to compare the the casters to then. Casters obtain victory via extinction of non casters.
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>>44385677
I was about to bring up barbarians but then realized that their out-of-combat utility from Totem comes from being able to cast some ritual spells.

The war is over, the casters won.
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>>44384113
>Go to other planes of existence
I've never met a DM who doesn't use the old Planescape fluff and rules of 'Portals occur naturally if you know how to open them. All it takes is some brains and some attentiveness and anyone can travel to any plane they want.' All you need is a decent guide, directions, and word of mouth.
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>>44385457
Or, you know, just use a portal key like anyone who's not Clueless.
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>>44379486
Well, dragon and storm get to use their spellcasting benefits as much as they want, by using the spells that trigger it. Since surges aren't always positive, the ratio basically requires maximum surges to keep pace. That means if they're going out of the way to use tides of chaos every time, then it should trigger a surge on every cast.
>>
Going to be running a single-player session for my wife to intro her to the game before she joins my main session. She's wanting to make a halfling rogue.

Any suggestions for a good one-person quest, mission, etc for that character (level 3)?
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>>44385426
Because you have to fondle it to transmute it?
>>44385516
So enlarge the stick to make it longer. Have a little creativity.

>>44385718
>Good thing we have water breathing for this underwater adventure.
Is the same way. It's like
>Good thing we had an elf or these xenophobic wood elves wouldn't let us adventure in their forest.
The DM is either pandering to an ability you happen to have, or you would have found another way to reach the DM's plot.
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>>44383200

>Lost Mine of Phandelver is good for both. It starts off linear and then branches out.

I dunno. Maybe my players are just stubborn or something but I had a hard time keeping them on track so far in LMoP.

They skipped going to the goblin hideout after the ambush, because they wanted to deliver the dumb cart.
When told that Gundren never arrived they shrugged it off and went straight to the taphouse to get drunk and confront the Redbrands the trader mentioned.
Cleared the manor fine, and adopted Droop into the party although one of my players is 100% convinced that Droop the dipshit goblin is the villain in disguise playing an epic ruse.
They rescued Mirna Dendrar from the manor, who told them about her necklace in Thundertree, and the found the note in Iarno's room. The note mentions Neverwinter spies, so they took it as a cue to go investigate Neverwinter, which is completely off-module. They ignored the other 20 freaking sidequests in town despite me saying there were lots of other people in town they could go talk to still.
I didn't want to be a railroading faggot though so I let them go there, where they encountered an agent of the Black Spider in Neverwinter. Their contact in Neverwinter suggested that they seek out Cragmaw Keep mentioned by Droop and re-investigate the ambush site, but they were pretty set on going to Thunderkeep so I had him mention that Reidoth might be able to help.


Of course Reidoth's idea of helping is requesting that they fight a dragon, what the fuck. And they're gonna do it. Two of them are still level 2.

I get what the module writers were trying to do with Phandalin, but overloading an area with so many sidequests like that, it doesn't work out like it does in an MMO where people have a yellow '!' over their heads.
>>
>>44388266 Me, Cont.

The plot hooks are too loosely defined. It doesn't account for players not giving a shit about the goblin hideout. If they skip it or if Sildar dies in the hideout, and if they kill Droop because he's a Redbrand goblin (which my players considered), then they have NO indication that Cragmaw Castle exists.
So the other option is Thundertree and its big scaly trap. The module presents Reidoth's request as something reasonable, which is bonkers considering its a CR8 creature in a level 1-5 adventure.
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>>44378264
Recently I've been interested in playing an alchemist. I'm think of making a sorcerer who uses his blood to help make potions and other alchemical products. He would pick up the adventurers lifestyle after he hears rumor of rare alchemical elements that can be used to turn anything into gold.
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>>44379120
Well aren't you just a ray of sunshine. If it's a dick waving contest then wizard wins hands down.
>>
>the party enters the dungeon, and encounters a strange assortment of beasts and vermin. The monsters fight the party with human intelligence, and seem to be trying to communicate, but eventually lose.
>Later in the dungeon, the party finds an archway humming with intense magical power.
>wisely they avoid it.
>however, it seems to them, after reading some runes all throughout the dungeon that the only way through the door is to imbibe a potion brewed there, and then to leap through it.
>resigned, they brew the potion under the pale moonlight filtering through the cracks in the decrepit roof, and leap through the door.
>The party then finds themselves back in the entrance to the dungeon, staring at what seems to be themselves with subtle changes. They try to communicate, but all that comes out are guttural roars.
>the strange versions of themselves raise their weapons and charge...


Would this be a dick move for me to pull as the DM? I'm thinking the dungeon itself is just one big trap laid by the BBEG wizard, across all possible universes: the potion and the magical archway combine to shapeshift the players into beastial forms, permanently, and transport them to another universe, where they will hopefully confront themselves. If they win, good for the BBEG: That's one less party of heroes he has to worry about across the universes. If they lose, great, the other party will probably fall for the same trap.
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>>44388770
>It was you all along!
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>>44387922
Halfling rouge always screamed cat burgler in my head.
Have it be a simple break in mission to steal something, encounter some kind of guard. That way you can acclimate her to skill checks and combat in one easy encounter.
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>>44388826
Yeah, that's the point. Hopefully, after killing two different sets of themselves, and having to deal with a permanent polymorph, they'll sufficiently hate the dick wizard enough to go after him even more seriously.

I'm just worried that forcing a transformation on the party like that won't be very fun. I want them to hate the wizard, not the game.
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>>44388858
I should add, there will be a cure for the polymorph potion, but that would be something they'd have to discover. I wouldn't make that part too hard.
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>>44388886
The important thing is that the players can blame the wizard. In Ys II, there is something very similar that happens to the player, however it is directly done by a wizard. If he appears to cast the spell to finish what the potion started, then that should really get the point across. feel free to roll some fake saves and tell them that they're in luck, since they could have been reduced to bestial intelligence but instead they just can't communicate with non beasts .
>>
I love how the blood hunter gets more and more powerful with each update.
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>>44388770
Preface: as a rule, shit you pull is as good as the way you pull it. The shittiest twist ever could seem like a masterstroke if you do it well, and the twist you've been planning for months could seem like the most contrived bullshit ever if you flub the execution.

But the scenario you've described would be hard as fuck to do well. First off, the logical consistencies: if a wizard is powerful enough to hurl the party into an alternate dimension, why not simply send them into one where they die straight out or can't escape, like the Negative Energy Plane or a lifeless infinite void devoid of magical energy?
What motivates the party to go through the portal, instead of simply leaving and finding whatever they seek through other means?
What motivates them to arbitrarily trust the inane writings in the middle of this suspicious, trap-filled dungeon that suggest they drink this potion - no traps here, honest!
Et cetera.

Secondly, you'd be doing quite a bit of railroading here. Quite possibly, they'll have abilities that can bypass your rails. A GOOLock wouldn't be limited by bestial speech, and would be able to communicate (and, with his high Cha, probably pass any Persuasion rolls) easily. Any caster with Identify and half a brain would cast it on the potion before drinking. Higher-leveled characters will be able to simply Plane Shift out of there.

Suppose you've accounted for all this. My last question is: what motivation does the wizard have to dispose of them in such a cruel and unusual manner? And of course, any route they take back is similarly at the discretion of this all-powerful wizard who controls parallel universes. Fucking hell, to the players, it's not the dick wizard doing this, it's you. You could have ended things mercifully, but no. You could have had the wizard kill everything they care about, but no. You had to do this shit. What exactly is your point supposed to be?

Don't do it, nigga. Don't fucking do it.
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>>44389450
Good points all around.

1. magical mumbo jumbo excuse: The wizard is only powerful enough to hurl the party into a unvierse where they have anchors, such as alternate versions of themselves.

2. I'd have to bait the party into the portal, for sure. The players tend to rely on tropes though, and if I set up the dungeon like a video game with tropes that indicate they've "solved" the puzzle, they'd probably waltz on through.

3. There is a GOOlock, which would be a problem. I'd probably make it so he loses his pact features until he renegotiates with This Universes version of his GOO, and I've given him the means to do so already, he just has to escape the polymorph first. The polymorph thing would be the key: it would disable most casting, and luckily for me, the party doesn't have a shapeshifting druid or any high level wizards.


As far as the wizard's motivations: He's trying to conquer an entire host of alternate realities, and figures that if he gets all his alternate selves to create this sort of trap dungeon, he can halve the resistance efforts of whatever noble band of heroes eventually does arise to stop him.

I think I can pull off all of this, but what I'm really worried about is if, assuming the party falls for it, forcing them to play as monsters for half a session would be not fun.
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>>44389558
If you're intent on doing this, then the main advice I can give you is to always have the players believe that you're going somewhere with this. If necessary, reassure them out of character that you're not just doing this to screw with them. Then, at the end, give them an appropriate payoff. Just escaping isn't really going to sit well with them - perhaps throw them some magical items that their alternate selves had, but could not use to their full extents due to their bestial intelligences.

As for playing as monsters, that might be tough - generally, removing options from players and limiting player agency is something that's difficult to do without touching nerves. Consider making the changes merely cosmetic (because they brewed the potion wrongly, because they made their saves when they drank it, because they're made of stronger stuff than their counterparts) or otherwise have them roll saves while their intelligences have been reduced, but give them bonuses with time, such that they're bound to pass the saves not long after their first battle concludes.
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>>44389688
Yeah, I would try to make it as rewarding as possible.

>some magical items, lots of gold
>also, they party can now shapeshift once per long rest into the beastial forms they had.
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>>44389720
>shapeshift once per long rest into the beastial forms they had.
I'm not sure how you would do this, crunch or fluff-wise, but as long as it works for you.

The last thing is: make it entirely clear that they're returning to their home universe on their own terms, and not the wizard's. It'd quite possible from their point of view that this wizard is some bullshit god-level multiversal entity who can control each and all of their resources and options simply by picking an appropriate universe to dump them in, but nonetheless they need to know that the wizard has basically left them for dead and will be blindsided by their return, so they can go about preparing for their revenge without worry that the next dungeon will fuck them up in exactly the same way.
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>>44379124
I know I'm a faggot for posting this in DnD general, but nigga you need some Dungeon World in your life.
>>
Presume you are only allowed to have one full caster in your party (Bard, Cleric, Druid, Sorcerer, or Wizard). Which one do you choose, and why?

I'm asking because my group may be running through OotA soon, and it's looking like I might be the only one interested in filling that role
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>>44390032
Bard, Cleric, or Wizard. Bard gives good all-around abilities and skills, as well as team support, but isn't as directly combat oriented. Cleric has lots of options for subclass that let you fill many roles; best healer in game, thunder and lightning power, bursty death channels, even minor wizardry. You can also re-prepare spells each morning from your full list. Wizard has more spellcasts if you get a short rest, and can be very offensively powerful. One neat trick is Abjuration school Deep Gnome. At level 4 take Svirfneblin Magic, and use that free Nondetection to pump your Ward at will.
>>
Does the level 1 Undying Light feature allow you to add CHA mod to spells that deal fire or radiant damage if you are multiclassing?
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>>44390500

Up to the DM.

Also
>multiclassing
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>>44390500
Yes. Unless it specifically says "your <class> spells", it works with anything.
>>
Do you just stick with the default cosmology and gods, or do you actually try to mix it up?
>>
>>44385492
They still do, but I wanted to go with the whole Fishmen worshiping Dagon ala Lovecraft since my group is a bunch of Lovecraft fans. Thought it would be fun.
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>>44385643
Dude...If only the rules, allowed you got me thinking, Knight background but instead of taking an Apprentice you take a Mentor and as you grow in levels is the Mentor teaching you.
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>>44384328
Human Monk/Bard multiclass. Elemental school/College of Lore. Entertainer background. She and her entire order are entertainers, using their elemental affinities to create shadow-plays which tell the history of their ancient land. She's a special effects artist, Kabuki actress, and puppeteer.
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>>44380987
If you are running a game in fantasy everything kills you land, why don't you have Bodaks?
They are the undead remnants of something consumed by ineffable evil.
Sounds like your setting is full of ineffable evil.
Bodaks are the logical remains of previous explorers.
>>
How young is too young for D&D? Was thinking of spinning up a side campaign for brother and his wife, and thought maybe their 6y/o son would have fun rolling dice and the like. Anyone have experience playing with younger kids? I figured we could pretty much just let him decide what kind of action/attack/etc and roll dice and leave RP stuff up to mom&dad, maybe throwing the odd yes/no decision to the kid.
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>>44390975
It's a lot of fun, but only if you cater to the kid.

Also, let them decide whatever the fuck they want to do. Don't worry about IC or OOC. Take "Yes, and" to absurd extremes.
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>>44389558
The most un-fun thing in the whole world is when a DM takes away a PCs mechanical powers.

Think of it from the player perspective:
>I *chose* this power specifically
>This specific power is absolutely perfect for this situation
>Yes! Finally my ability is more than just a ribbon! Awesome!

>... That DM takes that specific power away from you so that they can have fun for a second

I'd hate you if I were that player, honestly. And also, if anyone has Animal Handling, with a high enough score they would also be able to discern at least something from the animals.

Your job as the DM is to make sure your players are having fun. You need to factor in their abilities and allow each player a chance to shine, and facilitate a good experience. Your job is not to out-do the players, or take away a player's powers just so that you can do something.

That right there is wasting an incredible opportunity for a player to have a moment of feeling cool, and you are wanting to take that away so that *you* can feel cool. That's not cool, dude
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>>44390975

Maybe try this?

http://dnd.wizards.com/articles/features/monsterslayers

Also I remember reading an article by the creator of another game (I think either Fiasco or LotFP) where he tried to run D&D for kids at the local library, but it didn't go down well, so he made a more rules-lite fantasy RPG aimed at kids. Anyone remember what that was?
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>>44388285

He does actually request the players to fight the dragon? Props to our DM then. We were there a while ago. We just cleared Cragmaw Castle and are at the mines now, when we visited Thundertree, our DM said the druid strongly suggested we don't fight the dragon until he found out more about the situation (ie. Until we level a bit more). We were around level 3 then.
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>>44390975
In Feb 2016, there will be an RPG designed with children in mind called "No thank you, Evil!"

http://www.nothankyouevil.com/

Made by Monte Cook and his wife or something. He did Numenera, Cypher, Strange etc, so expect something along those lines. Apparently everyone gets a familiar which I think is pretty cool and very Golden Compass
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>>44391020
>Your job as the DM is to make sure your players are having fun.

This is bullshit propagated by shitty players. The Job of the DM is to ensure fun for EVERYONE, DM included. as such, some small occasional railroad tracks are permitted, and even necessary to a healthy campaign (unless you have an exceptional group of players).
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>>44391085
>>44391136
Thanks! I didn't know this stuff exists. The Monster Slayers seems pretty fun, and I will have to keep an eye on the No Thank You, Evil as well.
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>>44391085

Found what I was talking about. It's called Dungeon Squad! and it's made by Jason Morningstar:

http://www.1km1kt.net/rpg/dungeon-squad

There's an interview about it in The Old School Renaissance Handbook.
>>
>>44391140
Yeah, I misspoke; the DM's job is to make sure *everyone* is having fun. The point I was trying to make is that he is creating a scenario where a player has a chance to have fun, but the DM is taking that (usually ribbon) ability away just so that he can have fun for a second.

Railroading is fine, but arbitrarily taking a player's powers away, when that specific power doesn't serve much of a purpose except in *this* situation basically, that's creating an un-fun environment.

Also, I personally don't believe his reason for taking the powers away fits. Warlocks aren't Paladins. In my mind, once a Warlock obtains a power, it is theirs forever. You don't just disobey your Patron and lose all your powers or whatever like Paladins in previous editions.

DM has unlimited power. He can think of another equally cool scenario where he doesn't have to arbitrarily strip a PC of their chance to feel cool. He can even continue with the same scenario and let the PC feel cool. PCs are restricted a lot more than the DM, and I don't believe the correct course of action is *ever* to just DM fiat away a characters powers, especially when that power is usually a just a ribbon but actually has a chance to be a real ability
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>>44391085
I just can't see Raggi running a game for small children
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>>44390908
Was planning more of an Aberration/Body-Horror/Aliens-are-local thing. Go read through Lords of Madness, the 3.5 Aberration sourcebook.
>>
>>44391252
I can't see him being allowed into a public library.
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>>44391104

The writing is conflicting. He tells the players that they should leave the area before they get killed, but it always says he knows the location of Wave Echo but only gives up if they drive the dragon off.
From what I see I think it was intended to be a sort of backup method if they botch finding its location another way, but the way it played out on my end it ended up being their first concrete option.

I'll play up Reidoth's advisories against it next session and try to roll with the punches from there...
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>>44378264
Has anyone playtested any of the homebrew classes in the pastebin? More specifically, the Psion class. Is it balanced? I have a player who wants to convert his 3.5 Psion to 5e, but I don't want to let him if its busted as fuck.
>>
Which class is mechanically stronger sorcerer or warlock? I am leaning toward playing a lock for rp but I'm not sure I want to cast nothing but EB
>>
>>44392278
Sorcerer is typically regarded as the stronger choice, mostly due to having greater flexibility in its spell choice. Both work fine in practice though.
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>>44388266

Your players actually sound pretty good. Kudos for running the adventure as you did without forcing them to do X or Y, but I don't get a lot of your complaints.

e.g.
> they wanted to deliver the dumb cart.

What's wrong with that? It's their original goal, and the adventure fully supports doing this. In fact it might make more sense than clearing out a dungeon, just leaving a cart and two oxen unguarded.

>I get what the module writers were trying to do with Phandalin, but overloading an area with so many sidequests like that, it doesn't work out like it does in an MMO where people have a yellow '!' over their heads.

Then don't swing it that way. It's not, "What quests are in this town?", it's, "We visit the shrine," and then Sister Garaele mentions her superiors or looking for a spellbook in passing. Don't force it. It's possible the party never even picks up on the fact that it's a potential quest.
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>>44391986
>He tells the players that they should leave the area before they get killed, but it always says he knows the location of Wave Echo but only gives up if they drive the dragon off.
Fuckin druids, man.
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>>44391020
>>44389558

Just make the players dark versions of themselves or something. Let them keep their player levels and have them be some sort of phantom or some kind of monstrous humanoid.
>>
>>44385718
>>44385801
>discover portals exist
>find portal
>discover they need keys/rituals to activate
>find portal key
>figure out how it works
>return to portal
>activate

>alternatively, be a wizard
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>>44392736

That's exactly my point. Delivering the cart is an equally logical course of action as pursuing the goblins, but going to the goblin hideout is important as a hook to the next step of the story.

And as for the second one, not picking up on the potential quests is the problem I was getting at. There's a ton of quests there but as a tabletop game, things don't really exist until the players try to interact with them. Something like the Redbrand ruffian encounter in town is good- it engages the players, and gives them a hint on what to do and where to go next.
But with the other sidequests, yeah... Nobody said "We visit the shrine", so all the potential content in town ended up getting missed out on.

If I was doing it again I'd pass out a little bait like "As you're leaving town, you walk past the shrine of luck, and see a scholarly-looking young elf with a troubled expression.", but that's not something I came up with at the time as a newbie DM.
>>
My group has met for 45 sessions, each lasting roughly 5 hours. Starting from level 3, what level would you expect to be at by the end of the 45th session?
>>
>>44393311
15 to 20.
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>>44393311
12
>>
>>44393352
>>44393332
>>44393311

My group's had about 45 sessions as well ranging from 5-9 hours in length and we're only just level 8...
>>
>>44392278
If you're into multiclassing, Sorcerer 18/Warlock 2 is generally regarded as a very strong choice, because you give up basically nothing from Sorcerer in order to gain access to Eldrich Blast+Agonizing Blast (With the ability to quicken it to pump out very efficient at-will damage), and some sort rest recovery spell slots.
>>
>>44392278
Sorcerer.

You should change your thinking on warlock. You mostly cast Eldritch Blast in combat. That means you get to use your spell slots for other stuff besides damage. Controlling feats tends to be better than dealing lots of damage, unless you consistently deal so much damage that you eliminate major threats in a single round.
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>>44393160

Weird that your players wouldn't pick up on the shrine. As a newbie player myself, my usual instinct is to visit every possible location in a new town I encounter.
>>
>>44393311
Realistically, probably 10-15
>>
A player wanted to play a GOO warlock, but one who was ostensibly good.

I've decided to make his GOO a combination between Hermeas Mora and John Stuart Mill.

The GOO wants to eliminate suffering, however it can, and ultimately tries to do so by accumulating as much knowledge as possible. As such it has set up a knowledge bartering scheme, and in exchange for its knowledge, demands its clients seek out secrets, and occasionally use some knowledge to reduce the suffering in the world.

Sometimes reducing suffering is most easily accomplished by eliminating the sufferers.

Is this sufficiently alien?
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>>44384622
There's no "interpreting" the Help action. It's already completely clear in the book to anyone that's not a fucking idiot, and for those people who ARE fucking idiots the devs have spelled it out even clearer outside of the books. I think you mean "whether or not your DM is a fucking asshole".
>>
>>44394586
I think what you've described is pretty morally gray. Elimination of suffering is well-intentioned, but doing so by removing those who suffer is pretty fucking Huxleyan.
>>
>>44394586

Great Old Ones generally don't CARE what their power is being used for, if they even notice it they might be allowing it for reasons we don't and possibly CAN'T understand.
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>>44393139
>>alternatively, be a wizard
>Be a Wizard
>Want to go to another plane
>Have to find tuning fork attuned to plane
>Means finding somebody who's been there/a native
>Means paying huge amount of money for the key to be made/sold
>Obtain 7th level spell slot
>Finally able to use Plane Shift

Seems only mildly less complicated than just finding a portal to be honest, it's more reliable but that's a given when you make your own.

>>44385480
IT'S A TUNING FORK. ATTUNED TO A PARTICULAR "NOTE" LIKE ONE FOR A PIANO EXCEPT IT'S A PLANE OF EXISTENCE NOT A G.
>>
>>44395788
How would you go about getting a fork attuned to Carceri?
>>
Running 5e for the first time and was going to use a module. Would people who've played them before rate/critique the beginner adventures?

Defiance in Phlan
Secrets of Sokol Keep
Shadows over the Moonsea
Dues to the Dead
The Courting of Fire
The Scroll Thief
Drums in the Marsh
Tales Trees Tell
Outlaws of the Iron Route
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>>44395967
Now that's the real question isn't it? You'd have to find somebody who's managed to go, find and successfully follow the secret ways out.
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>>44379319
https://www.youtube.com/watch?v=65mvAELWq_8
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>>44395996
or find a wizard that is capable of casting wish that happened to go there (wish spell = get out of jail free card)
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>>44396233
>(wish spell = go straight to cosmic fucked in the ass jail card)
fixed
>>
>>44397999
except the DMG says that the wish spell is one of the few things that gets you OUT of Carceri, but, you know, nice try.
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>>44396233
I mean, yeah, but that's a solution for everything really. Every Wizard gets at least one.
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>>44393139
>Be a wizard
>want to go toanother plane
>study for 5 years to get to a high enough level to cast Plane Shift.
>Go to bed that night.
>wake up early next morning.
>your bodyguard the fighter tells you that some guy with a funny acent explained what you were trying to do to him in the bar llst night.
> fighter insists you follow him before you leave on the interplanar journey.
>fighter takes you to a blind ally.
>fighter crosses his eyes, touches his nose, and whistles the song 'way down south in dixie'
>portal opens up to a whorehouse in Sigil.
>fighter smiles. "This magic stuff is FUN!"
>>
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If there was a class that fueled its special features with its own HP, what would be a balanced way to go about this? I've got some ideas in mind, but I don't know if these would work at all.

The first is a feature that costs 1 HP per level to get 1 minute of +1d6 damage to melee attacks. This keeps the cost relatively low to start with at level 1, but at higher levels you need to seriously consider if you want to take 15 damage just to get that damage bonus. I'm considering increasing the damage to either +1d8 and later +1d10, or instead increasing it once to +2d6.

The second is a spell attack that costs 5 HP and damages an enemy for 5d4 damage with a 60 foot range. I'm considering increasing the damage to 5d6 and later 5d8, maybe saving the 5d8 or even further damage increases for an archetype feature. Is 5 HP for five damage dice a good trade?

The third is an AoE cone. My initial idea is to have it cost 1 HP per d8 it deals and make it a 30 foot cone, and maybe have the option of making it a 60 foot line or shaping it into a sphere with an archetype feature.

Is abilities costing HP just something I should drop and avoid? Would it even have a place in D&D? I'm not sure how the average game flows, and the availability of healing seems to depend heavily on party makeup, even with the inclusion of short rests.
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>>44399902

blood hunter
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>>44399979
Where can I find that?
>>
>>44399987

the internet
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>>44400018
Oh, it's someone's homebrew thing. At least it was easy to find. I thought it was buried in some campaign book I hadn't heard of.
>>
>>44400045

It's not on the level of some literally who's homebrew, I'm allowing it in the game I'm about to run because it actually looks good.
>>
>>44400055
I'm not very far in but I already like it. I'm definitely going to steal from it for my own homebrew class.
>>
>>44399902
http://www.giantitp.com/forums/showthread.php?429503-Paladin-Oath-of-Blood-Final-Fantasy-Dark-Knight-5E-Conversion-(PEACH)
>>
Is there a way to make magical ammunition? Like crossbow bolts that deal a magical spell instead of normal damage? One of my players wants something like a caster gun, I suggested he could just reflavor a sorcerer casting spells into a gun like object or a special wand but he has the idea of questing for more rounds of ammo to use in his adventures.
>>
So I want to chop up the different dragons and make them into strong and thematic dragons of only 5 types. I am also incredibly lazy so I basically want to take chromatic dragons, but give them secondary breath weapons and shape change of metallic dragons. Balance wise should I use metallic dragon stats or chromatic dragon stats chiefly?
>>
>>44401477
Either flat-out reskin them or do the work to recalculate CR after building them how you want.
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>>44400973
If you want hard rules in a book for it, you won't find it.

But if you want some random anon ballparking it, basically you'd write up one use magic items that work the same way a particular spell does, preferably spells that require attack rolls, with the really rare ones being the AoEs and shit that don't need rolls on his part.

So it would be like turning scrolls into bullets where the activation is firing the shot.
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>>44401498
Would it be easier then to take the metallic stats, change their line breath weapon to a cone, and call them chromatic then? I'll be mixing and matching the secondary breath weapons too, White Dragons beings creatures of inertia wil have the slowing breath and the cold breath, for example.
>>
>>44401477
Just take the metallic dragons and paint them chromatic colors.
>>
>>44401655
Well im making slight tweaks as well, swapping secondary breath weapons arounds, changing some breath weapons from line to cone, and doing some fun things like turning the repulsion breath into magnetic breath which does something similar to what you expect.
>>
Best feats for a Warlock that already has a 20 in CHA and 18 Dex at level 4?
>>
>>44402707
Magic initiate or spell sniper.
>>
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Would an Arcane Archer subclass be better as a third-caster (Fighter archetype) or third-martial (Wizard School)?
>>
>>44402775
Why magic initiate?
Spell sniper could be super useful, with ignoring cover and getting another cantrip. Suggestions on which cantrip?
>>
>>44402855
If you have Undying Light patron you could take firebolt and eliminate the need for eldritch blast
>>
>>44402823
I don't really see the point, but it'd probably work better as an Eldritch Knight variant. Swap out some of the features for more Arcane Archer-type features.
>>
>>44402707
Ritual Caster if you aren't a tomelock
>>
>>44402823
You mean Ranger? Sure the fluff is a bit different, but the whole magic/special arrows thing is there.
>>
>>44402823

Arcane Archer already exists in 5e.

It's called the Warlock.
>>
>>44402707
Resilient for Constitution

>>44402905
That's still weaker than Eldritch Blast with Agonizing Blast past level 5.

>>44402855
Shocking Grasp is a good candidate if you take either Magic Initiate or Spell Sniper. Taken from the Sorcerer list, it will hit accurately and help you escape melee range.
>>
>>44401655
>>44401727

Here's the beginning of this weird little project, let me know what you think/

https://docs.google.com/document/d/1CnZYmXo195LFsfzqbaP91j2o2CQGaICtKECUUVeIyu4/edit?usp=sharing
>>
>>44379124
So Panda monks?
>>
>>44403123
Why did you lower their hp and challenge ratings?
>>
>>44403251
I didn't? That's copied straight from my monster manual. They're basically reskinned Bronze dragons with a few tweaks like the Magnetic Breath and Lair and Regional effects. I find the imagery of the Chromatic Dragons more evocative, so im condensing all the dragons into 5 Chromatic ones.
>>
>>44383465
The only ones that need it are monks and rangers.
They need an overhaul for their sub-classes.

The Open Hand monk for example is most likely themed after JoJo ripples and thus themed around life-energy.
Overhauling it to a mix of a healer, monk and abjuration wizard who specializes in dealing force damage should do the trick.

Long death monks should be similarly themed around poison, fear effects and necrotic damage instead of force damage with their quirk of standing up as long as they have 1 ki to spend.

Wot4E monks should be split into the 4 element section with the exception of allowing to take the lower level feature of the other 3 elements every time the monastic tradition has to be chosen and some feat that makes it worth taking all 4 like getting a larger ki pool.

The feat Ki enforced strikes - besides making martial arts count as magical should add some small scaleable damage to them themed around their respective monk tradition choice.

Something along the lines of (monk level/5)d6 damage typed with the monastic tradition i.e. open hand gets force damage, long death necrotic, water monk frost or blunt, fire monk fire, earth monk blunt or piercing, wind monk blade or force.
>>
>>44403287
Interesting
I was looking at the genuine Ancient Blue Dragon and that makes me wonder now how come it has a different CR from the Bronze one
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>>44403349
I don't really know, you would think the CR of the Bronze would be higher since it has more capabilities.
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>>44385009
They are actually better magic archers than magic rangers.
>>
>>44403330
I'm pretty sure monks just need to logically scale tgeir martial arts damage up to D12 by level 17. Furthermore, it would be really nice to have some real ability at level 13 and 15.
>>
>>44403518
Well an extra free 4d6 typed damage on all attacks at lvl 20 should sound pretty good.

The martial arts dice should scale better you are right but monks overall need more stuff across their sub-classes to make them functional.

I mean they are half-casters who can't even be proper half-casters or half-fighters for that matter as they are now.
>>
Hello /5eg/, I'm going to be DMing for some friends and I'm looking to make an adventure for two parties with conflicting goals who will start working separately towards their goals and end up in a big PvP battle to decide the victors. How they handled their adventures up to that point will provide them with advantages or disadvantages for the final battle, most probably in the form of receiving buffs or reinforcements.

Not being very knowledgeable about where to look for ready-made adventures, I've had a hard time finding something similar to what I'm planning to make for my players. Anything you might know of that I can use for reference or inspiration would be much appreciated.

>If it's still unclear what I'm looking for, think two rival clans, two rival kingdoms, two rival deities etc looking to establish dominance over a region, a country or a plane of existence. The parties would take opposing sides and work against each other.
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>>44403546
4d6 once per round would be overly much. 4d6 per hit is don't even try talking about balance tier. Seriously, get off the fucking board and go read the book until you can tell how much damage a level 20 character is even expected to do.
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>>44383014
Ranger with Favored Enemy: TRAITORS.
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>>44384548
There's an entire group of them in my setting that are essentially this. Their metapact (basically the benefits of having numerous people all create the pact at the same time) allows their vessel to ignore weather penalties and serve admirably in even the fiercest storm, as well as call them up on occasion. The players still haven't decided how to deal with them yet.
>>
>>44380012

That's literally one of the PC's in my campaign right now, down to the constant sarcastic remarks and insults.

Although it's not Cthulhu tagging a ride, but a simulacrum of an epic level wizard that doesn't know it's a simulacrum
>>
>>44400786
Stop posting this. It sucks shit.
>>
Why does the monk need fixing? The core mobility and control options are strong. Take Mobile and you should not be getting touched. By 14 they have good defenses against everything.

Way of the Four Elements needs some tweaks and IMO Shadow Arts is awkward to use. There's nothing else I would change.
>>
>>44405836
Open hand is the best monk subclass easily, and isn't bad, but it still is only competitive with Fighter/Paladin/Barbarian during 1-4, when it's the only class with an extra attack, and it then remains consistently behind until 17, where you get your cool gimmick ability that puts you just barely on-par with other marshals. (At least you can force bosses to burn legendary resistance)
>>
I'm playing a warlock and just hit Lvl 3.
I picked the old one pact and still have time to use something else... The problem is I don't know how to proceed to make it fun. I have little spells and the only fun looking thing is the pact of the chain. I really don't want to make a new character because I really hate mid game character swaps. So please help axons. How do I proceed? Multiclass or? And with that
>>
>>44405919
"Keeping up" how? Damage? Because that's easily made up for with how easily they shut enemies down with stunning strike. The first stunning strike that lands is usually the death knell for an enemy.
>>
>>44406011
>I don't know how to proceed to make it fun
Follow your heart and don't care about being minmaxxxxxed

If you take the EB Invocation(s), your damage will already be very good. This gives you freedom to use your short-rest replenishable spell slots on whatever you want them to be, since you've already got the damage covered

If you think chain is the only fun looking pact, then choose it
>>
>>44400973
Spend spellslot + gold equal to usual copying spell to spellbook to make a bullet + making a gun (uncommon) by following standard craft rules?
It's an uncommon spellgun with price off 500 gp and can latter be swapped For +1 etc?
>>
>>44406011
How to make it fun:
Pick spells that do something besides damage, since you already have damage covered by Eldritch Blast. If you paralyze an enemy with Hold Person or Hold Monster, all successful attacks against that target are critical hits and they auto-fail Strength and Dexterity stuff.

Hypnotic Pattern can keep a large group of enemies from doing anything.

Fly is Fly. It's kinda self-explanatory.

Misty Step and Dimension Door let you get to hard-to-reach places. Good in-combat and out.

You're playing one of the most versatile classes in 5E. As long as you remember "damage = Eldritch Blast" it's hard to make a bad warlock.
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