[QUOTE=Cocacoladude;49310712]Eh, that's not gonna happen. GM is a nice guy, like too nice unfortunately.[/QUOTE]
If all of your group has a problem with that guy, and you all bring it up to the GM, he will kick him out. Better to lose an asshole than to lose the entire group.
[QUOTE=NotAName;49310745]If all of your group has a problem with that guy, and you all bring it up to the GM, he will kick him out. Better to lose an asshole than to lose the entire group.[/QUOTE]
Well, we haven't started the game. So I am still just guessing as to whats going to happen in this game based on what i've seen from him so far.
Aside from him the rest of us are brand new, never having played before.
maybe it'll go well.
Unrelated note.
How useful is an Arcane trickster as support? I got all the illusion spells and what not. I kinda wanted to play him as a scout.
Ya'll have probably seen this before, but I found it a very helpful read on the subject of keeping combat encounters quick, fluid, and engaging!
[url]https://www.reddit.com/r/DnDBehindTheScreen/comments/3v4wwh/keeping_combat_short_and_tothepoint/[/url]
[editline]14th December 2015[/editline]
[QUOTE=Cocacoladude;49311059]Well, we haven't started the game. So I am still just guessing as to whats going to happen in this game based on what i've seen from him so far.
Aside from him the rest of us are brand new, never having played before.
maybe it'll go well.
Unrelated note.
How useful is an Arcane trickster as support? I got all the illusion spells and what not. I kinda wanted to play him as a scout.[/QUOTE]
Arcane Tricksters have a lot of fun roleplay tricks up their sleeve. Honestly, I've always wanted to try one, because most of the people I see playing them seem to be having a blast. And my personal opinion? Illusion magic is the most entertaining school of magic bar none! With some creative illusions, you can accomplish just about anything. Trick a guard into thinking you ran the opposite direction with an illusion of you bolting past an open doorway, scare somebody into fleeing their post with the sound of horrible growling in the darkness, project a blank stone wall where there's actually a door (or vise versa), etc. You can get a [I]ton[/I] of mileage out just the Minor Illusion cantrip and the Silent Image spell. Illusion magic is slightly less useful in battle, but you can still do some pretty interesting things with it! Create fake walls to delay movement and block sight, trick enemies into wasting attacks with illusory people or beasts, make a pool of acid for area denial.
While none of your effects will actually [I]hurt[/I] anybody (unless it specifically states it can, like with Phantasmal Force), they can trick, confuse, and irritate enemies, making them waste movement and actions in combat. Even if something seems like it would be an "obvious" illusion, keep in mind that this is a world with loads of strange magic! Since everybody knows that magic exists, including magic that can make objects and creatures and scary looking obstacles appear out of thin air (conjuration, transmutation, etc), the default state for any enemy is going to be belief that your illusion is the real deal, even it just popped up out of nowhere. Furthermore, illusion magic is more than just a picture in the air, it's [I]magic[/I]. It actively weaves itself into the minds of the people observing it, making them naturally want to believe it is real unless or until something happens that gives it away. Some DMs are pretty hard on illusion magic, but just remind yours of that if he's being a stickler, and argue that ruling that enemies suspect illusion magic without something first giving it away (such as an arrow zipping through the wall they're staring at, watching their hand pass through the fake doorknob, or seeing somebody stumble into the pool of acid only to discover it isn't actually there) seriously undermines the entire school of magic, and your core character concept. Most reasonable DMs would probably at least seriously consider giving you more leeway.
[QUOTE=elowin;49310185]Tried to knock someone unconscious, so I hit him in the head with my wooden sword.
Once your health bar is full with bashing damage, any more bashing damage gets upgraded to lethal damage.
I accidentally did enough damage to fill his health bar over three times.
woopsie[/QUOTE]
I still think I should have bullshitted harder.
Elowin got stupid lucky on his rolls; he got 13 successes on a Withering damage roll, which knocked the guy into negative initiative and put Elly at 27 Init, then before the other guy had another turn to react(because fluid turn orders that reset at the end of the round, hurray!), Elly attacked again and got 19 successes on his attack roll.
I didn't think to look at the antagonists section of the book, or else I could have maybe had the guy survive another round, but I decided to just let him double his Defense against the attack so instead of a measly 6, Elly was rolling against 12, with those 19 successes. It didn't help, anyways.
And [I]THEN[/I], he used some dumb fucking charms to basically double his raw damage(the 27 initiative), then add 3 on top of that, bringing him to a total of 56 damage dice for a [I]Decisive[/I] damage roll, aka the kind that actually kills you.
And then he got 26 successes, and the only reason the guy didn't die is Elly said he was trying to be non-lethal.
That's what I get for underestimating the Dawn.
Either way, though, he ruined the man's haircut, which I thought up on the spot and called both an "ascendingly smaller series of buns" and a "ziggurat top-knot". :v:
[sp]Exalted 3e, for those who are curious.[/sp]
I think I played the original Exalted several years ago. That the one where you play demi-gods? Friggen blast, that.
[QUOTE=Big Dumb American;49312860]I think I played the original Exalted several years ago. That the one where you play demi-gods? Friggen blast, that.[/QUOTE]
Yeah, but the 1e(and 2e, even) mechanics were trash.
3e is actually not only playable, but [i]enjoyable[/i].
Elly may or may not agree on that, as far as combat goes, though; he's been verbal about wanting to kill people in one hit.
Which is possible, as long as they're mortals and you roll well on initiative/on your first decisive attack. :v:
[QUOTE=Big Dumb American;49312606]Ya'll have probably seen this before, but I found it a very helpful read on the subject of keeping combat encounters quick, fluid, and engaging!
[url]https://www.reddit.com/r/DnDBehindTheScreen/comments/3v4wwh/keeping_combat_short_and_tothepoint/[/url]
[editline]14th December 2015[/editline]
Arcane Tricksters have a lot of fun roleplay tricks up their sleeve. Honestly, I've always wanted to try one, because most of the people I see playing them seem to be having a blast. And my personal opinion? Illusion magic is the most entertaining school of magic bar none! With some creative illusions, you can accomplish just about anything. Trick a guard into thinking you ran the opposite direction with an illusion of you bolting past an open doorway, scare somebody into fleeing their post with the sound of horrible growling in the darkness, project a blank stone wall where there's actually a door (or vise versa), etc. You can get a [I]ton[/I] of mileage out just the Minor Illusion cantrip and the Silent Image spell. Illusion magic is slightly less useful in battle, but you can still do some pretty interesting things with it! Create fake walls to delay movement and block sight, trick enemies into wasting attacks with illusory people or beasts, make a pool of acid for area denial.
While none of your effects will actually [I]hurt[/I] anybody (unless it specifically states it can, like with Phantasmal Force), they can trick, confuse, and irritate enemies, making them waste movement and actions in combat. Even if something seems like it would be an "obvious" illusion, keep in mind that this is a world with loads of strange magic! Since everybody knows that magic exists, including magic that can make objects and creatures and scary looking obstacles appear out of thin air (conjuration, transmutation, etc), the default state for any enemy is going to be belief that your illusion is the real deal, even it just popped up out of nowhere. Furthermore, illusion magic is more than just a picture in the air, it's [I]magic[/I]. It actively weaves itself into the minds of the people observing it, making them naturally want to believe it is real unless or until something happens that gives it away. Some DMs are pretty hard on illusion magic, but just remind yours of that if he's being a stickler, and argue that ruling that enemies suspect illusion magic without something first giving it away (such as an arrow zipping through the wall they're staring at, watching their hand pass through the fake doorknob, or seeing somebody stumble into the pool of acid only to discover it isn't actually there) seriously undermines the entire school of magic, and your core character concept. Most reasonable DMs would probably at least seriously consider giving you more leeway.[/QUOTE]
That was the way I saw it, I don't have much in the way of offense, but i've got an RC hand and enough illusion magic to be a pain in the dick.
[QUOTE=Rats808;49312777]
And then he got 26 successes, and the only reason the guy didn't die is Elly said he was trying to be non-lethal.
That's what I get for underestimating the Dawn.
[/QUOTE]
He was supposed to die even though Elowin was trying to be non-lethal if you go by RAW, as the damage the guy took was more than double his health.
[QUOTE=Cocacoladude;49310611]So, I am about to play my first game of D&D. Most of the party members seem like really chill dudes.
Until I hear the fat autistic dude yelling at his mother in the group chat. He fills every fucking stereotype imaginable.
Lisp, late twenties, lives with parents.
Its like i'm gonna be playing with Chris chan or some shit.
He's completely obsessed with having uber high numbers on everything.
Does these obnoxious fucking dice rolls over mic and exclaims, oh an 18! and shit. Basically he's everything I hate incarnate
Like first thing he wanted since we get 1k starting gold was an elephant.
Cause high carry cap. I tried saying why don't we get a horse with a cart or something but I dunno.
Talks about his ability to kill the shit out of us, how his character might be lawful or chaotic evil. So he might just kill an orphanage cause its funny and just being an edgy fucking retard in general.
He is most likely playing a ranger.
Whats the best way for me to fuck with him?
I chose to start out as an arcane trickster.[/QUOTE]
A minmaxer playing a ranger? Ok :v: If you're an illusionist you're in a prime position to fuck with everyone though
[QUOTE=Rents;49313568]A minmaxer playing a ranger? Ok :v: If you're an illusionist you're in a prime position to fuck with everyone though[/QUOTE]
Yeh, thats what I figured.
Excited to play the game, but everyone else is still learning the mechanics and what not.
lmao, yesterday was hilarious.
My characters were hired on a quest to find out why all the ships are disappearing.
The plan was: the city would provide them with a ship, they'd hide inside the ship and wait for it to be boarded by the horde of hobgoblins that apparently has been stealing ships. After some talking with the mayor they managed to get a hidden room built in where they'd hide safely while the horde occupied the ship.
The party, however, needed a crew to man their ship. And they had completely forgotten to ask the mayor about this. Based on their investigation check rolls, they managed to hire 2d4 [I]hobos[/I] in the city for 2 GP each.
So they set sail and went to their quest.
Two days in, their ship was boarded in by a horde of hobgoblins through a portal (as they knew it was going to happen). They all hid on a hidden room made specially for them.
As they did this, the half-orc barbarian quickly grabbed one of the crew members who happened to be a balding dwarf. He took the dwarf to the hidden room with the rest of the party.
The hobgoblins slaughtered all of the hobo crew, and ~1 day in, the party finally reached a stop in this ship graveyard:
[t]http://i.imgur.com/62rgF1I.jpg[/t]
To make it short, the balding hobo dwarf survived the first level of the dungeon along with the party and managed to level up to become a level 1 fighter. They have a level 1 dwarven fighter companion with them now.
Real GM would have allowed the hobo to level up and become level 2 hobo, with all the perks.
Eventually he would become a level 20 hobo, and lead the hobo revolution to free all of hobo-dom from the oppression of the non-hobos.
[QUOTE=gufu;49314134]Real GM would have allowed the hobo to level up and become level 2 hobo, with all the perks.[/QUOTE]
+4 saves va alcohol and disease, one rambling story or conspiracy theory comes true per day.
Hobos are dangerous and should be carefully watched
Especially if they turn out to be mages with a tendency to gather swarms of rats to do horrible things to people
And look out for the ones with the shotguns. They're the worst.
[QUOTE=SiberysTranq;49314240]Hobos are dangerous and should be carefully watched
Especially if they turn out to be mages with a tendency to gather swarms of rats to do horrible things to people[/QUOTE]
[QUOTE=croguy;49314282]And look out for the ones with the shotguns. They're the worst.[/QUOTE]
Specifically the hobo shotgun wizards. They have no sense of right or wrong.
oh yeah i forgot! the players were interrogating a hobgoblin and mudagog, the half orc barbarian [I]ripped the pants off the hobgoblin, licked its ear while telling him "i will enjoy this more than you will"[/I]. mudagog rolled a 22 on intimidation and the hobgoblin immediately spat out everything it knew in complete shock.
we'll do our next session tomorrow and i'll let you guys know whatever happens to the dwarven hobo fighter. affectionately nicknamed "little egg" (for he's a balding dwarf whose head is reminiscent of an egg).
[QUOTE=MenteR;49314565]we'll do our next session tomorrow and i'll let you guys know whatever happens to the dwarven hobo fighter. affectionately nicknamed "little egg" (for he's a balding dwarf whose head is reminiscent of an egg).[/QUOTE]
holy shit it's krillin
[QUOTE=elowin;49315184]holy shit it's krillin[/QUOTE]
Woah! Why isn't he a monk, then? They gotta fix that!
DnD thread, I come on my knees.
What is the best place to get solid DnD miniatures. I'm doing an Out of the Abyss campaign, but don't have any good models lying around (I've got a shit ton of warhammer, but I'd like to keep it all fantasy if I can).
They don't have to necessarily be branded, but I'd like to hear what people use.
ok guys I have a question. I've played DnD a couple of times. A couple years ago but I got the starter kit and this was like right before 4 point whatever came out. So I have all the 3.5 rule books. I stoped trying to play DnD and make my own crap. It kind of was using the Special from fallout and then I would make stories up and shit and the hole reason why I did this was because I felt like all the rules and stuff made the game less fun. Maybe I just didn't know how to DM at the time I think I have gotten better. I now want to get back into it. I think I'm going to really try learning how to play DnD outside of the basic stuff which I do know but know theres a 5th edition and like do I play with minis or grid paper or do I buy a plastic mat. I need some help.
The beauty of Role Playing games, is that all things considered, you don't need the books, minis, and grids to play (but they do help). You don't need to remember rules 100% accurately, as long as everyone is having fun, which is what truly matters. All you need is pen, paper, and some dice. Everything else is there for people who want more depth to it.
For maps I'd recommend a whiteboard or some sort of large gridmarked paper. That, or you can just use a computer for the map stuff via roll20 if you like. Minis have LOTS of options, from just using minis from wargames to personalized pewter figures to cut out paper figures. Whatever works for you.
[QUOTE=Cloak Raider;49315460]DnD thread, I come on my knees.
What is the best place to get solid DnD miniatures. I'm doing an Out of the Abyss campaign, but don't have any good models lying around (I've got a shit ton of warhammer, but I'd like to keep it all fantasy if I can).
They don't have to necessarily be branded, but I'd like to hear what people use.[/QUOTE]
[url]http://www.trollandtoad.com/Miniatures/1324.html[/url]
[editline]14th December 2015[/editline]
[url]http://www.coolstuffinc.com/page/1315[/url]
[url]http://www.coolstuffinc.com/page/1906[/url]
[url]http://www.coolstuffinc.com/page/1103[/url]
[QUOTE=Chronische;49315689]For maps I'd recommend a whiteboard or some sort of large gridmarked paper. That, or you can just use a computer for the map stuff via roll20 if you like. Minis have LOTS of options, from just using minis from wargames to personalized pewter figures to cut out paper figures. Whatever works for you.[/QUOTE]
Laminated graph paper, dry wipe markers and whatever's on hand for tokens worked for me. Although it requires some improvisation and imagination when you end up with bottle tops for kobolds.
[QUOTE=Rents;49316697]Laminated graph paper, dry wipe markers and whatever's on hand for tokens worked for me. Although it requires some improvisation and imagination when you end up with bottle tops for kobolds.[/QUOTE]
That's fine though! Legos are another classic choice.
I have a problem with shaky hands, but i want to get into miniature painting, any ideas?
[QUOTE=Xain777;49316771]I have a problem with shaky hands, but i want to get into miniature painting, any ideas?[/QUOTE]
First step:
[media]http://www.youtube.com/watch?v=m3p_VuPIS2c[/media]
[QUOTE=Jacob_sword;49315573]ok guys I have a question. I've played DnD a couple of times. A couple years ago but I got the starter kit and this was like right before 4 point whatever came out. So I have all the 3.5 rule books. I stoped trying to play DnD and make my own crap. It kind of was using the Special from fallout and then I would make stories up and shit and the hole reason why I did this was because I felt like all the rules and stuff made the game less fun. Maybe I just didn't know how to DM at the time I think I have gotten better. I now want to get back into it. I think I'm going to really try learning how to play DnD outside of the basic stuff which I do know but know theres a 5th edition and like do I play with minis or grid paper or do I buy a plastic mat. I need some help.[/QUOTE]
DnD 5e is very, very simple to learn! It set out to make the rules as freeform and simplistic as possible so that you can have a totally streamlined game where you get to focus on the shit that actually matters, rather than spending half the game flipping through rulebooks and making endless rolls. 3.5e, in particular, was noted for having a very deep/complex rule system (from what I've heard) that could really bog down play. Not the case with the new edition, though! I am a first-time DM running a group of 6 first time players, and by the end of the first session they all had a pretty good grasp of how the game was played.
The core rules are available online in a free pamphlet (I believe), though they're pretty stripped down. Just a few races and character classes, and the general combat rules. It's enough to try out a few games and get a good feel for the game, though! After that, you could try picking up the starter kit ($14 on Amazon), which could last you for months of play. Albeit, from what I understand, it's also pretty limited. If you want to break away from bottled adventures and premade characters and start crafting your own worlds and adventures, and really get in-depth with character creation and magics, then you can easily get by with nothing more than the Player's Handbook, which is available for, like, ~$25 on Amazon. And a handful of dice! The Monster Manual will give you a lot more variety in baddies if the PHB monsters are starting to get tiresome, and the Dungeon Master Guide has a ton of invaluable advice on how to run a game, but neither is strictly necessary.
[editline]15th December 2015[/editline]
[QUOTE=Chronische;49315689]For maps I'd recommend a whiteboard or some sort of large gridmarked paper. That, or you can just use a computer for the map stuff via roll20 if you like. Minis have LOTS of options, from just using minis from wargames to personalized pewter figures to cut out paper figures. Whatever works for you.[/QUOTE]
Or, none at all! While having a grid and some player/monster tokens can help make sense out of a chaotic battle, there is absolutely nothing wrong with just using the theater of the mind. I played tabletop RPGs for years without ever touching a map or a minifig. I use a simple dry erase grid now. If you want to go drop a bunch of money on mini-figs, don't let me stop you, but I got about 150 glass aquarium stones for about eight bucks. With a bit of acrylic paint, they work just as well as minifigs ever could for keeping track of the action, and at pennies on the dollar.
[t]http://i.imgur.com/jT6BTz0.jpg[/t]
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