• D&D and Tabletops RPGs V7: Yes you can talk about tabletops other than D&D
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Six universes, 14 years, 10 gigs of art and maps, 40 gigs of OSTs, 27 megs of text (single space, 8/10 font), Four apocalypses, Five games systems (D+D, Rifts, GURPS, Champions, WHFRP)-> each character is kept in their original game system even if they're in a different game at the time, seeing as the group is familiar with each game, four rotating GMs, 30 players over the span of those years.
Agreed, which is why they're not really allowed to "pick" their choice until they've seen them all. The Kings Old adviser is travelling with them, providing transport and resources so they meet them all. And will let them explore the prince's lands themselves, so they can see how the prince's rule effects the land they control.
a monk artificer build seems really fun to try, my idea is to have one level in artificer which can be role played with a brewers kit, (or tinker tools if I want to kensi with guns). For instance, I drink some tea which gives me guidance on insight, I wake some one up with a swig from my gourd as either spare the dying or cure wounds, or go on an acid trip and cast identify as a ritual. Well I could also min max with spells like arcane weapon, but would it be fun RP wise.
Have any of you been "That Guy?" Have any of you been the one to fuck up a session, and have you improved since then?
Well as a DM yes. Constantly
I once drank an entire bottle of wine during a session; I wasn't disruptive, but I also wasn't super active. My party seems to chalk that up to the bottle of wine, but in my defense, we spent like half the campaign following a side-adventure my character had literally nothing to do with, so as far as I see it's a wash VV Regardless, I took the hint that it kinda made everyone uncomfortable, so now I don't drink during sessions for that campaign anymore. The DM keeps telling us how he's spent years and years crafting the story, so it can veer a bit into "we're here to have fun but not like that I worked too hard on this" territory, but it's honestly probably the best campaign I've been a part of, so it's well worth it to follow the rules and not fuck around too much (even though our party contains, among other things, a dragonborn cleric who is basically a kindly youth pastor mixed with a 40k space marine, a racist as FUCK bougie high elf, and a catmorph bard who speaks with a spanish accent until he has to sing or use his native language, which we've all collectively decided sounds like Hebrew to us at the table; so the potential for goofing off and fuckery is kinda high).
Oh man, I'm pretty interested to see what a story crafted for years and years looks like. You think he'd mind recording your next session just for the fun of it? Most of my Traveller stuff is like a week of planning ish.
Conceptually it's nothing crazy (at least not so far). There's your standard evil empire that nobody likes and various mercenary factions; all of the player characters met in a prison camp near a bigass mountain that the Imperials worshipped like a god. Except then it crumbled into dust during nightly prayer (one of our party members had the brilliant idea to jump on stage and yell "I HAVE KILLED YOUR GOD", acing the bluff check), so we escaped in the confusion and now we're off fulfilling everyone's plot stuff (IIRC, we're headed to an orc camp where one of our players' father was last seen). I'm playing a Dragonborn cleric who worships Apsu, the lawful-good dragon god, so I'm all about good sportsmanship and justice and anyone who doesn't live a godly life is a degenerate only fit for a cross The real work the DM put into the setting comes out in the details. He literally has a Tolkien-esque world map of all the major locations, each one packed with NPCs and individual history. When we got to the aforementioned bigass city, he literally handed each of us a map detailing every district and all the various shops and places of interest we would find there. It actually makes for a really well balanced game; like I mentioned, we're predisposed to fucking around cause we're all friends having fun, but he really puts his money where his mouth is when he says he put in a shit-ton of work on the campaign, so that alone goes a long way in terms of getting us to settle down and have fun in ways we know won't piss him off, since we legitimately feel like assholes if we play in a way that makes his hard work go to waste. I've never DM'd before, but I really get the impression that it's a "you get what you give" kinda thing. If you put in a shit ton of work and care into crafting something your players will have fun with, they'll usually respect you enough to not fucking ruin it. But if you're more "anything goes", then you'd better be prepared to accept some goofball fuckery with a smile.
https://www.youtube.com/watch?v=72-oi5SWOWk
I am interested in trying out a game but I don't know where to start. I have no friends that would be interested in doing this and there's no Game Stores in reasonable distance to where I live. I do not want to jump into the deep end with a group that's already expecting me to be an expert. Can anyone help me out?
There's always roll20. You can look there for games and have your expectations on what a game can provide (and require) set about as low as possible so when you DO get a game going irl (or with friends) you'll have a blast. For real though, there's lots of gamefinder threads on reddit you can look for. Good luck finding an online game that lasts longer than 3 sessions with people you've never met, though! ((there's also the D&D discord link on page 1, you can try there))
Gila Monster I made a monster (friend's page, he edited it to be compatible with 5e more) https://files.facepunch.com/forum/upload/223011/df96ead4-beba-4da2-b80c-594431da1285/image.png
I need some help with a D&D Changeling I'm planning to make, I wanted to use their morphing abilities to rapid-fire a bunch of different character concepts by having them adopt an entirely new persona each time *something* happened and they now see that persona as now being tainted or ruined. Thing is I have no idea what that *something* should be since my original idea of being hurt or injured would happen far too often and I want at least a little time with each of them, everytime they sleep is out too since the campaign involves travelling through the overmap a lot of the time. Any ideas of semi-regular occurrences that would fit the bill?
moon cycles Seasons Every week Every time you're asked to Ability check (maybe like survival?) Every time you're asked to make a saving throw Code phrase
Since the idea that spurs the change is being tainted or ruined, maybe not just injured, but knocked out and dying? Or some measure of failure, like if you fail to save an innocent or someone that's counting on you (party member dying?) Alternately, you could have a vice associated with your original personality that he now disdains, like alcoholism or whoring or something that he sometimes falls back into, realizes he hasn't changed as much as he wants to have, and changes himself again.
I realized there isn't a list (or one so publicly out there) for curses and poisons, anyone know of such online database for 5th we could use?
There's some stuff, certainly. Diseases – 5th Edition SRD This is one I've been looking through. The site also has hauntings (basically spiritual-based "traps"), curses, and a few other useful things. Looks basically usable as-is without needing to rebalance much. As far as poisons go, their lists are meh - badly converted 3e poisons mostly, but you can fix them to be more appropriate (and properly powerful) as needed.
Thanks, I forgot about diseases, but that list isn't complete as I recall one or two diseases from tomb of annihilation. Would be nice to have a database which had info on each poison, curse, haunting, ect so I could buy (or try and buy) books which had such ailments. I found out a few days ago undermountain has goblin werebats which could give you the lycan curse, I wish I could without homebrewing flesh out a doctor character which would have to deal with all things said above, (ER: waterdeep). Also gave me an idea for a Grung Werebat, but having an assassin 9+ monster slayer 3 doesn't allow me to use the spell Alter self. I could go shadow magic, pact of the fiend, and or college of glamour for that magical based charming vamp, but it doesn't allow me to RP what I want. And the idea would be a pseudo vampire who haunts the smaller folk of waterdeep, disguised as a gnome doctor of noble status who uses his trust to prey upon the weak.
So I decided to finally pick up Tales From the Yawning Portal and, of course, have a look at its version of Tomb of Horrors. I'm not familiar with earlier versions of it but it seems fun. Some moments seem outright murderous but a good chunk of it seems more like Dickery Central Station. One little problem I have, though it might be me reading over it: The secret doors after fighting the gargoyle early on. How are players supposed to figure these out? I can't find anything. Not in the message from Acererak, not in the message in the gargoyle collar, nothing. By themselves, they're already annoying but with the added bolts, it seems needlessly cruel compared to the rest of the dungeon.
Does a DnD campaign with a focus towards constructing an airship sound fun? I wanted to have my players: 1) Meet an old gnome drafting his life's work (this is in a setting where an airship had never been built before) 2) Help him build + finish it by: a) Traveling around the land to find one of each basic elemental in order to power the ship b) Finding/securing a source of high quality lumber, whether through trade or stealing c) Arming it Of course there's other quests on the way and in between, but I want the construction of the airship to be the general direction of the campaign. Once the ship is launched and airborne, I'm not really sure what to do. It will definitely launch a whole new chapter in the campaign because it will change everything
Session(s) and campaign being very very different things, and secondly your goal is literally a goal that can be a campaign or series of sessions context depending Unless you're a lizard wizard at improvisation, you might wanna work that one out before hand or wool-gather for at least salient ideas or story hooks.
literally not one part of this answered my question
It's an interesting idea. It has a pretty clear beginning, middle, and end point. But unless you want to fast forward to the future of that world where airships become more common, it's definitely not a good place to end the campaign. It also causes a lot of issues regarding travel times/danger after it's up and running. Not to mention trivializing ground fights they can prepare for - why bother risking a fight against this evil mercenary outpost when we can just sit on top of them and bomb them? It becomes impossible to do virtually any sea encounters for the same reasons - pirates can be bombed, undersea threats can be avoided entirely. There's also the other side to this. How does the rest of the world react to a flying ship? Does the evil human kingdom attempt to sabotage it, or steal it/its plans? Does the dwarven kingdom retract into itself more, its mountainous terrain being perceived as less safe now that flight isn't restricted to powerful magic items, - admittedly this WOULD be a powerful magic item, but not the point - or does it embrace the concept instead and try to figure out a way to make flying fortresses? How do the dragons and storm giants react to this intrusion into their domain? Surely the gold and silver dragons - plus maybe brass or bronze? I can't remember all the dragons' general personality bends - would be more willing to forgive if the ship was either grounded or its flight paths limited in some ways, but what about the chromatic dragons that would be more likely to incinerate or melt an intruder? The second half of your campaign can be dealing with the politics, the logistics, - fuel, repairs, licenses - the new world of intrigue and social change that comes from such an important event. But it's going to take an ass load of work on your part, because this will generally shift your game more towards the RP side of things.
Finally got back into dming regular weekly sessions, we're currently doing a bank heist. Had a quite a unique experience as a DM as a session ago the players spent a good hour + in character discussing and planning how they'll carry it out, while I basically did nothing, was really cool.
I've been trying to foster my players to do that kind of stuff, and it's always great when they go off on their own and do that kind of thing
I got my Degenesis character commissioned. Really happy with the result. https://cdn.discordapp.com/attachments/281746454509387777/580956380320628736/helvetic-comm.jpg Done by @dinerforwolves on twitter.
Wow that looks like it was actually done on a canvas, pretty cool.
https://i.imgur.com/pKVuSjn.png If anyone here uses Realm Works do you have any ideas what I could do about this? I got the program shortly after it came out and started getting this error after a few updates and have gotten it since even when I uninstall and reinstall the program. My current campaign is getting complex enough that it'd be pretty useful to have access to the program and considering that I've been getting this error for literally years I doubt their support is going to actually be of any real use. (Though I have still contacted them nonetheless.)
I think I'm in the right area, I'm going to be playing some old D&D games like Neverwinter and Baldur's Gate, but I don't understand how saving throws and damage is calculated What does 1D6 or 2D8 mean? Also I'm not sure what rule set these games follow if thats relevant at all. I'm just kind of a noob to understanding D&D mechanics
Baldur's Gate followed AD&D 2e, I think? Neverwinter Nights uses D&D 3e, NWN2 is 3.5e IIRc. Neverwinter, the MMO, is based off of 4e.
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