• D&D 5e: Nobody Talks about D&D
    5,001 replies, posted
I know the feeling I've yet to have a game I didn't make at least three character concepts for Traveller is the worst. I've got a folder of about 30 trav characters I've rolled but will never use because traveller chargen is too fun, yet I don't play enough games to make a dent in them Unhelped by my consistent reusal of characters I liked but was never able to do what I wanted with them (usually due to the game ending)
[QUOTE=slayer20;49268396]I've rolled up a D&D5e sword wielding, female monk that I'm quite happy with. I want to give her a Scimitar and go for a sort of Arabian-styled monk, but there's no way to do that with the monk's starting gold :v: I rolled up her personality and stuff and was quite happy with how that turned out as well. She wants to rise to the top of her religious hierarchy, but can't because she was branded a heretic by her temple that turned corrupt. I'd like to turn her into an elementalist monk. I just need to find a game that I can join and actually play in :/[/QUOTE] You also can't use scimitars with monk abilities, but you can always reflavor a shortsword. I recommend against elementalist monks, they are such huge ki sinks that it's just not very fun.
[QUOTE=Chronische;49268565]You also can't use scimitars with monk abilities, but you can always reflavor a shortsword. I recommend against elementalist monks, they are such huge ki sinks that it's just not very fun.[/QUOTE] Shit I overlooked that about Scimitars. Oh well. I think for roleplaying purposes, I like the sound of an elementalist monk more than the open palm or shadow stuff (although that instant-kill move is super cool). Also avatar powers.
My first session DMing went swell, the first encounter was a dire wolf and 7 wolves, which was actually over a deadly encounter. There were high rolls on both sides, One player got critted by a wolf for 15 damage (he had 11) and went down. One of the rogues got a crit sneak attack dagger throw into the dire wolf and did 17 damage. Overall the combat didn't seem to take much longer with a 7 member party, but that'll probably change as the levels increase.
[QUOTE=IrishBandit;49269847]My first session DMing went swell, the first encounter was a dire wolf and 7 wolves, which was actually over a deadly encounter. There were high rolls on both sides, One player got critted by a wolf for 15 damage (he had 11) and went down. One of the rogues got a crit sneak attack dagger throw into the dire wolf and did 17 damage. Overall the combat didn't seem to take much longer with a 7 member party, but that'll probably change as the levels increase.[/QUOTE] Level 1 combat in D&D is notoriously deadly - things die in one or, at most, two hits (including players), so it's really swingy. As the players get higher levels, everyone's HP increases but damage doesn't increase by as much, so things start to take longer.
Party tried to extort the Mayor of a town which has an oppressive military presence under his control. They said they had the location of a rebel base that wants to rid the oppressive military but kept the location from them until they would give them an all expenses paid mission to take out the base themselves. The Mayor and Captain of The Guard told them to shove it and demanded the map that had the location. Players refused and left. Now what I want to do is have the Mayor send some "agents" to steal the map from the players when they sleep. The players seem to think they are hot shit at level 3 and I want them to feel like there is a bigger power that can fuck them over if they aren't careful (similar to some little shits thinking they can take on the Mafia). How would I go about this? I want thieves to follow the players, see where they are staying for the night, sneak in, search the rooms and steal the map if they succeed. The way I was thinking about it was: Thieves following the players: Passive Perception(?): "You notice that the same figures have been following you for some time" or similar Seeing where the players are staying for the night: Passive Perception(?): "You see the same figures as before talking to the tavern keep and eating at the tables. Wait till the players go to sleep, ask them generally where they are keeping their stuff; trunk, closet or on their person? This may be harder because ideally I would like to know where they are keeping the map as it would determine the difficulty of finding/stealing the map. If the map is in a trunk then it would be easier than if one of the PCs kept it on their person while they slept. What would be the best way to ask this without raising suspicion? The players are still fairly new and are still prone to a bit of meta gaming so I don't want them to purposely state they are hiding the map if they would usually just forget about it because they may suspect that I might try to steal it. Thieves sneaking in: Stealth rolls: Getting more difficult as they go up the stairs and into the player's rooms. Appropriate DC for this? Thieves searching the rooms for the map: Investigation rolls? Again, appropriate DC? Or can this be bypassed if I want the thieves to eventually find the map if it has not been hidden appropriately? Thieves taking the map once it's found: Sleight of Hand: Low DC to take it from an easy area such as a desk or bedside table. Moderate to take it from something like a Trunk/Closet (area that can make noise) and a very high DC if they try to take it from a PC's person. Thieves leaving: One last Stealth roll. Does that sound alright? Wouldn't mind some feedback as I'm still quite new to DMing. Another question would be how do you handle players waking up? Would they wake up instantly if the thieves fail even one Stealth/Sleight of Hand roll? Or would it be better if there is a limit of two fails before the players wake up?
the actual answer to majority of your questions is 'yeah if you want' that being said, maybe for the waking up do a secret perception test for the players if the thieves fuck up?
Just don't do any coup de grace stuff, and if the players figure it out and set up watch/ambush have the thieves discovered regardless of their success. I had a GM do something similar, but he sent out assassins to quiet us over a hidden affair. Our rogue figured it out pretty well and remained awake at night to keep watch, but the GM respected the decision of the dice and the assassins practically phased to us. He concluded it was bullshit though and allowed us to fight the assassins naked.
[QUOTE=croguy;49271689]Just don't do any coup de grace stuff, and if the players figure it out and set up watch/ambush have the thieves discovered regardless of their success. I had a GM do something similar, but he sent out assassins to quiet us over a hidden affair. Our rogue figured it out pretty well and remained awake at night to keep watch, but the GM respected the decision of the dice and the assassins practically phased to us. He concluded it was bullshit though and allowed us to fight the assassins [b]naked[/b].[/QUOTE] Did he at least let you ready your swords? :v:/:sex101:
[QUOTE=Rats808;49272174]Did he at least let you ready your swords? :v:/:sex101:[/QUOTE] We had to run around in the dark and recover our weapons. But at least I had a backup magical rod. :sex101:
This is why you should be a brawler, butt naked, surrounded by rust monsters, anti-magic zones, go time is all of the time
[QUOTE=Rents;49273343]This is why you should be a brawler, butt naked, surrounded by rust monsters, anti-magic zones, go time is all of the time[/QUOTE] Also be undead or a construct so you never have to sleep.
[QUOTE=Chronische;49273407]Also be undead or a construct so you never have to sleep.[/QUOTE] Funny you should say that; The rogue was turned undead in an encounter with the BBEG.
[QUOTE=Chronische;49273407]Also be undead or a construct so you never have to sleep.[/QUOTE] Playing a wyrwood ninja in my pathfinder game is gr8 for that reason. 'What's your watch order for the night' Everyone turns to the little wooden boy
It's funny because every time hats doesn't show up is when someone botches their perception checks to detect the inevitable ambushing monsters
Anyone got an open spot for D&D5e? I prefer voice over text and the best time for me to play are any day after 5 or 6pm cst.
Welp, I was bored and decided to do a bunch of write-ups for possible upgrades my Shadowrun group can do on the WWII submarine they salvaged after getting shipwrecked escaping Japan (it's a very long story) I am getting a tingling sense of Deja-Vu to the last time I gave them hideously powerful options, when I gave them vortex torpedoes in Rogue Trader all those months ago, but thankfully I know two of the party members are too bound to Vietnam for them to start becoming merry submarine pirates just yet
[QUOTE=SiberysTranq;49277012]Welp, I was bored and decided to do a bunch of write-ups for possible upgrades my Shadowrun group can do on the WWII submarine they salvaged after getting shipwrecked escaping Japan (it's a very long story) I am getting a tingling sense of Deja-Vu to the last time I gave them hideously powerful options, when I gave them vortex torpedoes in Rogue Trader all those months ago, but thankfully I know two of the party members are too bound to Vietnam for them to start becoming merry submarine pirates just yet[/QUOTE] ready your terrorism-gauges, here comes Kane and Company v2
Do they actually have the means to maintain one of those, it takes like a dozen people to keep one of those running properly, plus it's from WW2, it's going to be shit tier in any kind of naval engagement. Also no matrix access.
Well, considering the size of anything from WW2 Japan, they may have other problems. [media]http://www.youtube.com/watch?v=OolaPCZx5nc[/media]
[QUOTE=Rents;49278423]Do they actually have the means to maintain one of those, it takes like a dozen people to keep one of those running properly, plus it's from WW2, it's going to be shit tier in any kind of naval engagement. Also no matrix access.[/QUOTE] Boy someone's being boring!!! Naw but fuck it dude I'm totally installing rigger controls on that thang
[QUOTE=No Party Hats;49278665]Boy someone's being boring!!! Naw but fuck it dude I'm totally installing rigger controls on that thang[/QUOTE] And suddenly the submarine moves faster than a goddamn speedboat. Assuming you have rank 3 rigger ware anyway fucking riggers are basically wizards
[QUOTE=No Party Hats;49278665]Boy someone's being boring!!! Naw but fuck it dude I'm totally installing rigger controls on that thang[/QUOTE] 6 months of downtime while you refit the entire submarine
[QUOTE=Rents;49278785]6 months of downtime while you refit the entire submarine[/QUOTE] Attach some remote controlled rocket boosters that can be controlled by a rigger and see what happens. It's more planning than most of our runs and just as likely to kill everyone!
[QUOTE=Vengeful Falcon;49278808]Attach some remote controlled rocket boosters that can be controlled by a rigger and see what happens. It's more planning than most of our runs and just as likely to kill everyone![/QUOTE] The least stealthy submarine ever
[QUOTE=Rents;49278423]Do they actually have the means to maintain one of those, it takes like a dozen people to keep one of those running properly, plus it's from WW2, it's going to be shit tier in any kind of naval engagement. Also no matrix access.[/QUOTE] I never said it would be cheap or easy, I'm just leaving the option on the table Heck, most of the 'upgrades' at this point involve restoring important systems to usable states or automating them
[QUOTE=elowin;49278678]And suddenly the submarine moves faster than a goddamn speedboat. Assuming you have rank 3 rigger ware anyway fucking riggers are basically wizards[/QUOTE] I hope the rigger book for 5th is good and retcons or adds "optional" rules that un-fuck how rigs work and the speed rules.
[QUOTE=Rents;49279239]I hope the rigger book for 5th is good and retcons or adds "optional" rules that un-fuck how rigs work and the speed rules.[/QUOTE] Don't count on it, they generally don't overhaul core rules in supplements, just expand on them. We'll probably just have to get used to this being the edition with the shite vehicle rules. :disappoint:
So, I've been giving out too much XP per encounter, instead of dividing the total XP per the amount of players. I want to change this back to diving the XP because they've been leveling up quite fast, how do you handle this in your games?
We usually don't use XP at all and just dispense levelling-up to the group as a whole when appropriate.
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