• D&D 4e: This edition sucks edition
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So I'm going to be a racist Elven Lawful-Evil Monk that worships an ancestor of his who is well known for committing a genocide in his own country before it was obliterated by angry dwarves and orcs. I think I'll have fun. :v:
I ran a one on one introduction session for a player as sort of a prologue for all the crew before they come together kinda like the Avengers movies but in a Science Fantasy setting. It ended up being an 8 hour session and still felt rushed. In one session he is personally responsible for: Letting an (Especially Evil) mind-flayer get eaten by wolves (The player is playing a werewolf and were captured by Mind-flayers who experimented on them) Putting a weird alien drug lady who threatened to beat him with a stick when he tried to sell the previous mentioned mind-flayer's spawn sack to her (In this setting they store their genetic info in a little sac for cloning) out of business via massive beast Having the aggressive food and beast salesman who talked in all caps get his voice permanently damaged from a mauling Set fire to an entire bar At least five known deaths from releasing the beast that caused most of the aforementioned injuries and damages to occur Blinded the fairy in one eye who did the check in at the hotel/bar and was known for having a signature wink Paralyzing the hunter that was sent after them from the waist down, but they did let him live after demanding he hand over his valuables and killing his two dogs. Good things he's responsible for: Saved a couple of werewolf friends Made the illithid's slave goblin (The goblin didn't realise until the end that they weren't his master due to mental disguise spells belonging to mind-flayers) feel loved and respected but got his cousin killed as he ordered them to release the beast. The bar and market outside was meant to be mainly set dressing but he didn't seem to realise that releasing a massive beast would have negative consequences for the surrounding area even if it did provide him with a quick distraction. At least he'll have plenty of enemies after what he's done. Gotta figure out how to make wheelchair inventor/huntsman be a massive bad ass, though I'm looking forward to making the slave/mercenary goblin pop up regularly as the underdog that's also a bit of a bastard.
[QUOTE=LobsterPastry;46963095]So I'm going to be a racist Elven Lawful-Evil Monk that worships an ancestor of his who is well known for committing a genocide in his own country before it was obliterated by angry dwarves and orcs. I think I'll have fun. :v:[/QUOTE] He's gonna fit well with the all-dwarf party.
So we post-humorously saved Christmas by having one of our party members get so high that she could talk to God, and was able to use that knowledge to calm down an enraged Santa-thullu. There was some intense holiday spirit going around, all in all. Also one of the other members of our party got trampled by Rudolph so there was that too. [sp]She probably deserved it.[/sp]
[QUOTE=Glent;46959590]You should have each player control two characters instead[/QUOTE] Let me tell you about playing two characters. During my buds campaign sometimes there'll be odd moments when i have another character in the world (backup reasons instead of poof character now exists) and when they meet the original character i played, i can full on talk to myself with different voices and personalities, everyone seems to love it but i think it just solidifies that i'm crazy. but like elowin said, that isn't a beginner thing.
I'd totally have my friends control more than one character, but we already have very little understanding of some of the rules, having them each control two characters would only double the pain. Also is there any way of telling if a weapon is a finesse weapon or not, besides just memorizing a list?
[QUOTE=Obvious Shizz;46966461]I'd totally have my friends control more than one character, but we already have very little understanding of some of the rules, having them each control two characters would only double the pain. Also is there any way of telling if a weapon is a finesse weapon or not, besides just memorizing a list?[/QUOTE] Me and my partners second ttrp game ever had us controlling two characters. It really isn't that hard, you should give it a try.
[QUOTE=Obvious Shizz;46966461]I'd totally have my friends control more than one character, but we already have very little understanding of some of the rules, having them each control two characters would only double the pain. Also is there any way of telling if a weapon is a finesse weapon or not, besides just memorizing a list?[/QUOTE] It specifically says so on the item list. There aren't very many this edition.
What would you guys say to be the "this is way to many players" amount for 5e? I have a party of 5, but there is the off-chance that one or two of the players might want a friend of their's to join in, and I'm not sure if that's going to be too much to handle.
[QUOTE=Mr. Jelly;46966618]What would you guys say to be the "this is way to many players" amount for 5e? I have a party of 5, but there is the off-chance that one or two of the players might want a friend of their's to join in, and I'm not sure if that's going to be too much to handle.[/QUOTE] 7 is a shitload of dudes to balance encounters for, usually 5 is considered the absolute max.
depends on your experience as a gm. for 5e i'd say 6 is pushing it and you should probably stop after that. mostly because unless you're all fluent in the system, combat turns can literally take hours.
4-6 is the recommended party size, though 2-3 can be super fun too.
Just have a 4-6 man party with 9 players having characters in game, so you can have a medium number of players for all get-togethers, without forcing people to be there for all the games.
[QUOTE=gufu;46966936]Just have a 4-6 man party with 9 players having characters in game, so you can have a medium number of players for all get-togethers, without forcing people to be there for all the games.[/QUOTE] that's assuming that like 3+ players will be absent literally every game
[QUOTE=elowin;46967059]that's assuming that like 3+ players will be absent literally every game[/QUOTE] Not that unlikely really :v:
Never played it. Tomorrow, my lgs is having a dungeon master come by and try and get people into it. Worth checking out?
I played dnd once with my friends, the opening move was some one taking a nap. It was a lot of fun
So my girlfriend is actually very interested in D&D. One of her jobs is a challenge course facilitator for our school's outdoor adventure program (high and low ropes course stuff, basically facilitating all of the challenges, knowing what to do/when, reading people, etc, based on what they requested) and when she was reading a little bit of the DM guide book it really caught her eye because of the similarities she saw in DMing and her job. She's never played D&D before, although she recently got into WoW and now SWTOR, but before that had never really played games before. Do you guys have any tips/resources for her to use as a player and for when she eventually DMs?
Depends which edition for books and stuff, but being able to improvise, a bit of acting skills and being able to keep players working together and giving prompts when needed are what you need for GMing any game.
I am the worst at making Mutants and Masterminds characters our group is planning to do a game of it in the near future and I've already made 5 fully fleshed out characters and keep making new ones every other day or so and I don't know how the hell I'm ever going to decide on which one to actually play
[QUOTE=Rents;46972326]Depends which edition for books and stuff, but being able to improvise, a bit of acting skills and being able to keep players working together and giving prompts when needed are what you need for GMing any game.[/QUOTE] Improvisation is probably one of the more important skills. Players won't always do what you expect them to. Some of the player choices may change what would happen in the campaign entirely. For example. I ended up getting me and another player killed in our World of Darkness campaign. By body slamming a NPC while inside a truck. In the same campaign, my second character decided to level 2 city blocks with explosives, because clearing a nightclub from vampires was too much work. :v: My cleric still kicks ass in our 5e campaign. I ended up saving the entire party twice in one session. Skeletons really don't like taking a warhammer to the face.
I'm starting tabletops with 5e and I am loving my cleric. Spiritual weapon is pretty crazy, at least for early on.
fuck improvisational skills when you can just anticipate every move the player makes and plan ahead [editline]20th January 2015[/editline] this is why i never get past the concept stage of any game i run
Would an all martial party be viable in DnD 4e?
[QUOTE=cdr248;46975055]fuck improvisational skills when you can just anticipate every move the player makes and plan ahead [editline]20th January 2015[/editline] this is why i never get past the concept stage of any game i run[/QUOTE] And also why you're a huge, lame nerd. You should like, legitimately [I]try[/I] to run a game, whether or not you got anything ready for it. See where it takes you.
[QUOTE=cdr248;46975055]fuck improvisational skills when you can just anticipate every move the player makes and plan ahead [editline]20th January 2015[/editline] this is why i never get past the concept stage of any game i run[/QUOTE] you can't plan the man
I can't even plan for I would do, never mind anyone else.
[QUOTE=cdr248;46975055]fuck improvisational skills when you can just anticipate every move the player makes and plan ahead [editline]20th January 2015[/editline] this is why i never get past the concept stage of any game i run[/QUOTE] You have no idea how players can think up a new way to solve a problem/avoid it. Seriously, planning everything down to the smallest detail/trying to anticipate a groups every decision is gonna be a waste of your time and work. It's best to have a more general plan and see where the players take themselves, as well as how they reach their goal.
[QUOTE=cdr248;46975055]fuck improvisational skills when you can just anticipate every move the player makes and plan ahead [editline]20th January 2015[/editline] this is why i never get past the concept stage of any game i run[/QUOTE] You'll try to plan for everything Then one day you realize you have just run a session where your players defeated an entire pirate fleet of voidships, boarded the xeno slavers that helped them beat the fleet for a price (in order to get out of paying, and also because DESTROY THE XENO), got boarded by two of the pirate vessels that returned for desserts AND STILL WON AND HAVE ALL THE LOOT IN THE WORLD NOW
[QUOTE=cdr248;46975055]fuck improvisational skills when you can just anticipate every move the player makes and plan ahead [editline]20th January 2015[/editline] this is why i never get past the concept stage of any game i run[/QUOTE] Hah. hah. hah. Try running a game and see where it takes you, you'll learn a lot. Primarily "Wow, all this stuff I prepared is fucking useless".
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