• D&D 5e: Nobody Talks about D&D
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[QUOTE=Big Dumb American;49077235]My girlfriend wants to make a Beastmaster Ranger for her character. Got a question about scaling and such, though! The character page just says "choose a beast with a challenge rating no greater than 1/4." That seems fine for early game, but as they level up farther, won't a 1/4 rating be, like, completely pointless? Dead in one hit, very low damage output, etc? I mean, I'm assuming that as your Ranger levels up you can train more substantial beasts to command, but I don't see any rules for doing so. At what levels are upgraded challenge ratings for your beast companion appropriate? What kinds of beasts can be commanded? It says "any beast that isn't hostile," does that include monstrosity's as long as you can keep them calm? Is there a certain intelligence level they have to be below?[/QUOTE] They DO scale with you, and it means 'beasts', monstrosities aren't beasts. They get more HP, better chance to hit and saves, and a couple other things. The archetype is pretty pathetic though, so feel free to rule it as being whatever you like, not just beasts, and to allow them to make attacks independent of the Ranger's orders.
[QUOTE=Chronische;49077771]They DO scale with you, and it means 'beasts', monstrosities aren't beasts. They get more HP, better chance to hit and saves, and a couple other things. The archetype is pretty pathetic though, so feel free to rule it as being whatever you like, not just beasts, and to allow them to make attacks independent of the Ranger's orders.[/QUOTE] Thanks for the suggestion! Yeah, I hadn't noticed the bit where it said their health was equal to four times your Ranger level. That definitely makes them a bit more useful! Damage output still seems like it'd be a bit low, but if I rule that they can act and attack independently it seems to even it out.
[QUOTE=Big Dumb American;49077906]Thanks for the suggestion! Yeah, I hadn't noticed the bit where it said their health was equal to four times your Ranger level. That definitely makes them a bit more useful! Damage output still seems like it'd be a bit low, but if I rule that they can act and attack independently it seems to even it out.[/QUOTE] They also get to add the ranger's proficiency bonus to their damage and can make two attacks when the ranger commands it starting at level 11. Keep in mind that when a beast acts independently it acts according to its nature. It might fight, run or hide depending on what its instinct dictates. Also if it attacks while acting independently, it doesn't get the extra attack from bestial fury, assuming the ranger is level 11. Since you are the DM, you're free to change the rules however you want, but make sure you don't make it too strong. If the pet gets to attack for free every round, it could be pretty strong. Pets are a bit on the weak side right now, though.
Anybody got a link to a really good character sheet for D&D 5e? The default one isn't really doing it for me, and I haven't found a custom one that's ticklin' my fancy either. I want one that's very simple and clean, with plenty of room for writing. I don't need everything squeezed on one page, just the most critical stuff for the cover page, and less important things for the followup page(s).
today in savage worlds we are kill
1 combat encounter later and tpk
today in pathfinder, the party is given a strange object in a box as the ship captain's dying wish. they head to the capital to give it to the king, and on the way they encounter a circus in which they steal the strongman known as BONE CRUSHER by making him invisible right in front of the ringleader's face.
Today in pathfinder, our party rat assassinated this jerk shapeshifter the only way he really knew how: 8 vials of improved alchemist's fire in a single bandolier, followed by 3 bombs. [URL="http://i.imgur.com/GB5MMkj.png"]I decided to draw it.[/URL]
[QUOTE=No Party Hats;49079325]today in savage worlds we are kill[/QUOTE] Shaken-locking is real and horrible I couldn't even rush the baddie and suicide-bomb with all my grenades and RPGs
Quick question: when I'm creating a character, the only thing I take into account for my skill sheet scores are whether I'm proficient in the skill (gaining me my profiency bonus) and my overall attribute modifier for that particular field of skills, right? Like, if I have a Dex modifier of +2, a proficiency of +2, and am proficient in Stealth, my dexterity-based skills will look like this: Acrobatics 2 Sleight of Hand 2 Stealth 4 Right? How does it work if I have a negative stat? Like, my dump stat is Strength, and I have a -1 modifier. Would that make my Acrobatics skill 1 (+2 proficiency, -1 attribute mod)?
Looks right to me, yeah.
[QUOTE=Big Dumb American;49081259]Quick question: when I'm creating a character, the only thing I take into account for my skill sheet scores are whether I'm proficient in the skill (gaining me my profiency bonus) and my overall attribute modifier for that particular field of skills, right? Like, if I have a Dex modifier of +2, a proficiency of +2, and am proficient in Stealth, my dexterity-based skills will look like this: Acrobatics 2 Sleight of Hand 2 Stealth 4 Right? How does it work if I have a negative stat? Like, my dump stat is Strength, and I have a -1 modifier. Would that make my Acrobatics skill 1 (+2 proficiency, -1 attribute mod)?[/QUOTE] Yes and yes. If you are a character with expertise (or an ability with a similar function), you double your proficiency bonus for expertised skills. If you have advantage on a check (e.g. there's a shield that gives you advantage on all perception checks), you add +5 to the passive score but not to the regular bonus.
It's 2AM, my internet is tied to a limited bandwidth satellite transmitter, and I have a genius idea of combining Dynasty Warriors and Attack of the Killer Tomatoes. Stand by for a summary in the near future.
[QUOTE=Big Dumb American;49081259]Quick question: when I'm creating a character, the only thing I take into account for my skill sheet scores are whether I'm proficient in the skill (gaining me my profiency bonus) and my overall attribute modifier for that particular field of skills, right? Like, if I have a Dex modifier of +2, a proficiency of +2, and am proficient in Stealth, my dexterity-based skills will look like this: Acrobatics 2 Sleight of Hand 2 Stealth 4 Right? How does it work if I have a negative stat? Like, my dump stat is Strength, and I have a -1 modifier. Would that make my Acrobatics skill 1 (+2 proficiency, -1 attribute mod)?[/QUOTE] Mostly right, yes. But Acrobatics is based off of your dexterity, not your strength. That would be Athletics.
The 32 hour extralife shadowNET(shadowrun living campaign subreddit) stream in a nutshell: [media]https://www.youtube.com/watch?v=r11R5PE098A[/media] I'm still fucking exhausted.
[QUOTE=Joekirk;49081880]Mostly right, yes. But Acrobatics is based off of your dexterity, not your strength. That would be Athletics.[/QUOTE] I am constantly writing one when I mean the other. Something is wrong with my brain. 'Nother quick question: the lore of my world is that it exists in a multiverse with infinite alternate worlds and timelines, and that each of the heroes was yanked from a different one of these by a God. My girlfriend wants to play a cat person (a chubby, wrinkly, hairless Sphinx cat person, to be exact), and given the infinite multiverse thing, I figured, "sure, there's gotta be a world out there with tribes of intelligent humanoid cats). Anyway, how's the following look from a balance standpoint? I adjusted it from a homebrew race that seemed really overpowered, so I want to make sure I didn't overnerf it or leave too much of the original power intact. Catfolk Size: Small Attribute bonus: +2 Dex, +1 Wisdom Racial Features Darkvision, 60ft Softfall: Resistance to falling damage, always land on feet after a fall Feline Grace: natural acrobat, Proficiency in Acrobatics Natural Weapon, claws: you have claws, with which you are proficient. 1D4 slashing damage. It originally granted advantage on all Acrobatics checks, and both the racial variants had four arms that could each attack independently with no penalties. Even I can see how borked that is, haha.
[QUOTE=Big Dumb American;49082519]I am constantly writing one when I mean the other. Something is wrong with my brain. 'Nother quick question: the lore of my world is that it exists in a multiverse with infinite alternate worlds and timelines, and that each of the heroes was yanked from a different one of these by a God. My girlfriend wants to play a cat person (a chubby, wrinkly, hairless Sphinx cat person, to be exact), and given the infinite multiverse thing, I figured, "sure, there's gotta be a world out there with tribes of intelligent humanoid cats). Anyway, how's the following look from a balance standpoint? I adjusted it from a homebrew race that seemed really overpowered, so I want to make sure I didn't overnerf it or leave too much of the original power intact. Catfolk Size: Small Attribute bonus: +2 Dex, +1 Wisdom Racial Features Darkvision, 60ft Softfall: Resistance to falling damage, always land on feet after a fall Feline Grace: natural acrobat, Proficiency in Acrobatics Natural Weapon, claws: you have claws, with which you are proficient. 1D4 slashing damage. It originally granted advantage on all Acrobatics checks, and both the racial variants had four arms that could each attack independently with no penalties. Even I can see how borked that is, haha.[/QUOTE] It's just fine.
Another 1-1 Mekton game. Kari our mantisgirl PC and Widoia the spidertits spent a short time clothes shopping since Kari was paid for her first job, conversing and bonding. On their way out of the store, Kari's sword gets swiped by a young Usamimi (bunnypeople) boy. Kari drops her bags and gives chase, eventually cornering the kid and getting her sword back. She hears out his story, where his kid sister who is apparently a computer whiz was taken by a local gang on the station for her talents. The rabbitboy needed the sword because he wanted a weapon to fight back. So after hearing this, Kari decides to help the young boy, whose name is Jake. Kari and Jake head to the lower levels of the station, which is filled with all manner of ruffians and unseemly types. After kicking the shit out of two local thugs who failed spectacularly to smoothtalk her (as most low-down scummy gangers are wont to do), she gets directions to a local bar, which is apparently the hangout of a local gang called the Web Spinners: a group of Humans run by a Dryder. They get to the bar, Kari tells Jake to head to the ship and inform Widoia of what's happening, and decides to listen in on things. She catches wind that the Dryder leader of the Spinners is selling some drugs called Red Silk to the barkeep. When that conversation ends, she takes this as her cue to try and get good with the gang, attempting to join. So she kicks the crap out of their meathead thug, gets welcomed aboard, follows along and watches the drug deal exchange take place before finally arriving at the gang's hideaway, where they're keeping Jake's sister. And that's where we ended for the night since I had 3 hours of sleep that day.
The next time someone asks me what magic in Shadowrun is like I'm going to show them this. [img]https://dl.dropboxusercontent.com/u/5636656/tabletop%20shit/1446340919896-4.jpg[/img]
[QUOTE=Rents;49085395]The next time someone asks me what magic in Shadowrun is like I'm going to show them this. [img]https://dl.dropboxusercontent.com/u/5636656/tabletop%20shit/1446340919896-4.jpg[/img][/QUOTE] but using magic in space is unhealthy
[QUOTE=elowin;49085413]but using magic in space is unhealthy[/QUOTE] But you can still get to space in a sports car with magic in SR
[QUOTE=Rents;49085395]The next time someone asks me what magic in Shadowrun is like I'm going to show them this. [img]https://dl.dropboxusercontent.com/u/5636656/tabletop%20shit/1446340919896-4.jpg[/img][/QUOTE] You mean you'll make an average magic character? [editline]9th November 2015[/editline] This just gave me an awesome idea for a setup in SR. A superhero/fantasy action TV show which replaces actors, special effects and the like with real awakened/casters/adepts.
[QUOTE=croguy;49085863]You mean you'll make an average magic character? [editline]9th November 2015[/editline] This just gave me an awesome idea for a setup in SR. A superhero/fantasy action TV show which replaces actors, special effects and the like with real awakened/casters/adepts.[/QUOTE] It'd be even better if the players were the actors and had to struggle with the unrealistic demands of the producers. Bonus points if there are shadowrun teams from other corporations that come try to assassinate you in an attempt to bomb your network ratings.
[QUOTE=Oliolio;49085951]It'd be even better if the players were the actors and had to struggle with the unrealistic demands of the producers. Bonus points if there are shadowrun teams from other corporations that come try to assassinate you in an attempt to bomb your network ratings.[/QUOTE] but because it's Shadowrun and everything is super secret ultra covert to disguise that notoriety/PA, the enemies too have to play along in the show!
Standard D&D game that's just a Shadowrun-style Truman Show
Every session I seem to learn something new in regards to making encounters. Players (level two group of 4) found a Goblin Boss who blew into a horn to call his buddies. Within the first round they would have put this guy into single digits of HP and his buddies were still about 2 rounds away from turning up. So what I did it bump his HP up and made his buddies turn up in the next round. The fight became a lot more interesting and the players still fucked them good. I think the dice rolls were in their favour as the Goblin Boss kept missing with both his attacks per round. Session was good, the players were apparently raving about it in their car ride home when they left mind which points to me doing something right in regards to DMing and on the fly alterations.
[QUOTE=Dominic0904;49089864]Every session I seem to learn something new in regards to making encounters. Players (level two group of 4) found a Goblin Boss who blew into a horn to call his buddies. Within the first round they would have put this guy into single digits of HP and his buddies were still about 2 rounds away from turning up. So what I did it bump his HP up and made his buddies turn up in the next round. The fight became a lot more interesting and the players still fucked them good. I think the dice rolls were in their favour as the Goblin Boss kept missing with both his attacks per round. Session was good, the players were apparently raving about it in their car ride home when they left mind which points to me doing something right in regards to DMing and on the fly alterations.[/QUOTE] That's gotta be a great feeling.
[QUOTE=Spacewolf;49089937]That's gotta be a great feeling.[/QUOTE] It feels pretty rad considering we played previous (me as a player) with another friend (who DMed and had a lot more experience in tabletop and DMing) and they say that they prefer me as a DM.
[QUOTE=Dominic0904;49089864]Every session I seem to learn something new in regards to making encounters. Players (level two group of 4) found a Goblin Boss who blew into a horn to call his buddies. Within the first round they would have put this guy into single digits of HP and his buddies were still about 2 rounds away from turning up. So what I did it bump his HP up and made his buddies turn up in the next round. The fight became a lot more interesting and the players still fucked them good. I think the dice rolls were in their favour as the Goblin Boss kept missing with both his attacks per round. Session was good, the players were apparently raving about it in their car ride home when they left mind which points to me doing something right in regards to DMing and on the fly alterations.[/QUOTE] Yup, always leave room in your plans to change bits if players aren't doing what you expect. The more rigid your plan, the is the easier it is to break, even unintentionally on the players part.
[QUOTE=Rents;49090083]Yup, always leave room in your plans to change bits if players aren't doing what you expect. The more rigid your plan, the is the easier it is to break, even unintentionally on the players part.[/QUOTE] Especially unintentionally.
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