• D&D V6 - Edition jokes don't really make sense anymore
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Our DM had to take a 30 minute break to make a new story line because we went completely the wrong way that he had planned us to be going.
[QUOTE=Dbot;52390500]Our DM had to take a 30 minute break to make a new story line because we went completely the wrong way that he had planned us to be going.[/QUOTE] I had to do this after they killed my ancient black dragon that was meant to be a huge evil end boss in about three turns. I fucked up in helping create a barbarian dwarf for one of my players which resulted in her getting 5 attacks per turn. That was fun.
Does anyone have any advice about temporary characters? In our first combat light mission in the campaign my unsanctioned psyker managed to be our first casualty, after perilling himself into a ceiling. Burnt a fate point not to die, but I'm currently cripplingly injured and lied up in a medicae centre for the time being, and we're in the middle of an investigation that can't wait. Is there anything I should avoid? I'm worried about making the character either too strong or too weak for a start. Best I've come up with so far is a member of local law enforcement to help with the investigation, or a local ruffian we met earlier who I gave some cheap gear I had spare as sign we were there to help him.
[QUOTE=Camundongo;52390708]Does anyone have any advice about temporary characters? In our first combat light mission in the campaign my unsanctioned psyker managed to be our first casualty, after perilling himself into a ceiling. Burnt a fate point not to die, but I'm currently cripplingly injured and lied up in a medicae centre for the time being, and we're in the middle of an investigation that can't wait. Is there anything I should avoid? I'm worried about making the character either too strong or too weak for a start. Best I've come up with so far is a member of local law enforcement to help with the investigation, or a local ruffian we met earlier who I gave some cheap gear I had spare as sign we were there to help him.[/QUOTE] Make sure that the character has their own niche that the other PCs don't fill so he isn't stepping on their toes and keep his skill set relatively focused in that area (the overall strength of the character isn't that important as long as they don't interfere with the other PCs areas of expertise. And it should be something useful to the specific scenario at hand). And feel free to "Look out, sir!" the other PCs, heroically sacrificing your life is a good way to close a temp char.
[QUOTE=Glent;52390761]Make sure that the character has their own niche that the other PCs don't fill so he isn't stepping on their toes and keep his skill set relatively focused in that area (the overall strength of the character isn't that important as long as they don't interfere with the other PCs areas of expertise. And it should be something useful to the specific scenario at hand). And feel free to "Look out, sir!" the other PCs, heroically sacrificing your life is a good way to close a temp char.[/QUOTE] And they were just 2 days off from retiring, too... Henchmen and followers should be just like that, and serve as a supporting cast. They shouldn't outshine the party outside of their own area of expertise, so a master locksmith, a wizened scholar, a wilderness guide or navigator all make great NPCs if the party doesn't have someone fitting those niches. That should be really easy to do in 40k, as there are plenty of troop level or lower statted NPCs you can use, none of whom have fate points.
Sounds like an Arbite might be the way forward then, as the other PCs are the melee/tech specialist (a Tech Priest) and the stealth/intelligence specialist (an Adeptus Sororitas assassin), so going for a social character (though I could do that with a lowlife as well) would avoid treading on people's toes, plus the others having to deal with someone less blase about breaking the law might be interesting :v:
[QUOTE=Camundongo;52391033]Sounds like an Arbite might be the way forward then, as the other PCs are the melee/tech specialist (a Tech Priest) and the stealth/intelligence specialist (an Adeptus Sororitas assassin), so going for a social character (though I could do that with a lowlife as well) would avoid treading on people's toes, plus the others having to deal with someone less blase about breaking the law might be interesting :v:[/QUOTE] Be careful with doing a social temp character as you don't want to accidentally slip into having your temporary character end up leading the group around or handling all the negotiations with people. For these kinds of characters its best to pick one or two skills that they'll be specialized in because it helps define the character more easily which is good for temporary characters, and preferably something that's useful for the adventure so the rest of the party has a reason to put up with the new guy. The character can also be decent at generic stuff appropriate to him like an arbites could be decent at fighting, but he shouldn't be as good at fighting as any of the PCs who have fighting as an important part of their character (like in the case of this arbites he should be capable at fighting but not as good as the tech priest). An example of specializing a social temporary character could be some kind of underworld contact who's good at talking to criminals but otherwise doesn't do a lot of interrogation/negotiation/charm and other misc. social stuff. For example for an arbites he could be "specialised" at talking with other legal folk, used to get access to evidence, find out what the other arbites know, etc., or he could be good at questioning witnesses, getting information from sources, but something specific instead of a broad skill like using charm to talk to any kind of NPC you need to (the main PCs should still be the ones doing most of the interaction until it's an area where the temp characters' particular expertise comes in handy).
[QUOTE=Glent;52391527]Be careful with doing a social temp character as you don't want to accidentally slip into having your temporary character end up leading the group around or handling all the negotiations with people. For these kinds of characters its best to pick one or two skills that they'll be specialized in because it helps define the character more easily which is good for temporary characters, and preferably something that's useful for the adventure so the rest of the party has a reason to put up with the new guy. The character can also be decent at generic stuff appropriate to him like an arbites could be decent at fighting, but he shouldn't be as good at fighting as any of the PCs who have fighting as an important part of their character (like in the case of this arbites he should be capable at fighting but not as good as the tech priest). An example of specializing a social temporary character could be some kind of underworld contact who's good at talking to criminals but otherwise doesn't do a lot of interrogation/negotiation/charm and other misc. social stuff. For example for an arbites he could be "specialised" at talking with other legal folk, used to get access to evidence, find out what the other arbites know, etc., or he could be good at questioning witnesses, getting information from sources, but something specific instead of a broad skill like using charm to talk to any kind of NPC you need to (the main PCs should still be the ones doing most of the interaction until it's an area where the temp characters' particular expertise comes in handy).[/QUOTE] Charm is definitely the assassin's specialty, and deception (backed up by telepathy) is my sidelined character's speciality, so interrogation and investigation, with a hint of shotgun, is essentially what I'm thinking of going for. We've actually managed to discover the enemy cultists whereabouts, so cannon fodder is pretty much the order of the day. Of course, what makes it interesting is that the last part of the ritual that the cultists need to summon something is currently inside my psyker's head, so I'm sure he'll have a fun time too in the medicae centre.
[QUOTE=Pax;52386814]You ever get excited planning a game, and then your players make a bunch of terrible characters that make you barely want to go through with it?[/QUOTE] I always have a friend that rips characters out of pop culture. Not that this is inherently bad but his taste is horseshit, his last character was basically lightning from FF13
[QUOTE=Saxon;52392155]I always have a friend that rips characters out of pop culture. Not that this is inherently bad but his taste is horseshit, his last character was basically lightning from FF13[/QUOTE] How can you make a character that's nothing?
I'm kinda surprised that there's people that like Lightning outside of the dude that made her to be literal OC waifu.
[QUOTE=_Maverick_;52390626]I had to do this after they killed my ancient black dragon that was meant to be a huge evil end boss in about three turns. I fucked up in helping create a barbarian dwarf for one of my players which resulted in her getting 5 attacks per turn. That was fun.[/QUOTE] How did you manage that and which edition?
[QUOTE=plunger435;52393201]How did you manage that and which edition?[/QUOTE] 5e And I'm not entirely sure. I think it was because I allowed her to 2nd attack as bouns action, then she got extra attack as barbarian so that was 3attacks then she took fighter multi class and it all went downhill from there.
I'm new to this thread, but I just rolled my first double nat20. Shit damage, but still! [img]http://puu.sh/wskXp/3ccf43b8fd.png[/img]
[QUOTE=_Maverick_;52393381]5e And I'm not entirely sure. I think it was because I allowed her to 2nd attack as bouns action, then she got extra attack as barbarian so that was 3attacks then she took [B]fighter multi class[/B] and it all went downhill from there.[/QUOTE] Yeah that's probably where you went wrong Extra attack from different classes don't stack. She should have had 2 attacks and a bonus until fighter level 11. Also you said you allowed her to attack as a bonus action? Was she a frenzy barbarian? If she was you should have been beating her with the exhaustion stick every time she frenzy raged. If she wasn't a frenzy barbarian then you just took their subclass feature and removed the downside, which is probably why she got so OP. Edit: Meant path of the Berserker Barbarian, Frenzy is the ability.
[QUOTE=MerkySalt;52393712]Yeah that's probably where you went wrong Extra attack from different classes don't stack. She should have had 2 attacks and a bonus until fighter level 11. Also you said you allowed her to attack as a bonus action? Was she a frenzy barbarian? If she was you should have been beating her with the exhaustion stick every time she frenzy raged. If she wasn't a frenzy barbarian then you just took their subclass feature and removed the downside, which is probably why she got so OP. Edit: Meant path of the Berserker Barbarian, Frenzy is the ability.[/QUOTE] Yeah berserker that was it. \/:v:\/ oh well it was fun and that's the main thing This time she's playing a dwarf axe idiot (From SCAG) W H A T C O U L D P O S S I B I L Y G O W R O N G
[QUOTE=Stoffy;52393555]I'm new to this thread, but I just rolled my first double nat20. Shit damage, but still! [img]http://puu.sh/wskXp/3ccf43b8fd.png[/img][/QUOTE] git gud [img]https://pbs.twimg.com/media/C-h4lk0W0AAPsZA.jpg[/img]
Oh we're posting lucky rolls? Pathfinder: [t]http://puu.sh/wsvOe/4ec20364b5.PNG[/t] [t]http://puu.sh/wsvUA/4f9cea0662.PNG[/t] D&D 5e (while GMing): [t]http://puu.sh/wsvQB/02c1318310.PNG[/t]
Been DMing a campaign in 5e with a group of people who have never played before so I had to relax the rules a tad just to draw them into it. Campaign has been filled with shenanigans, but this latest one has taken the cake. Our party had decided to explore a side quest relating to ranger's backstory. The party at this point is the ranger, a wizard, a tiefling Warlock, a 12 yr old elf thief, a paladin, a level 6 necromancer, and a 300 year old talking bear. The party then goes on and clears out a keep that had fallen into the hands of an evil necromancer, and loots the upper levels of the keep and find sick loot by pure luck. The King of Everlund sends for them by courier, so that he can award the deed back to ranger since it was owned by his father years ago before it fell into ruins. He then tells the ranger that he's is now a lord, and he has a responsibility to protect the land and the kingdom, it's time to raise an army for his keep. The party proceeds to sell all of it's loot to Habib, the Excellent Exotic Weapon's Vendor. Even with what Habib gave them(which was a hefty sum) they can't afford to buy an army, and decide they have to go grassroots. A massive ad campaign is conceived and couriers go to all over Everlund and the villages in the mountains. Some couriers never make it back. The campaign was succesful, and the ranger ran into an old friend who managed to bring 30 men with him. The army is 200 strong and barely armed, but they begin training right away as the grassroots campaign is still underway. A dwarf had returned to Everlund and told the party that he was in the Nether Mountains and that a strange city had appeared overnight. Tells the adventurers he will give them some gold if they can give him any information. They love gold, so off they went. En route, a Chimera begins to circle and shriek overhead. The ranger had a brilliant moment and thought that now would be a good time for him to put his Draconian to use(he picked it for some strange reason.) He persuades the Chimera to come down and be reasonable, even though it can't talk. He asks if he can attempt to tame it, and being the nice guy that I am, I let him. He rolls a nat 20 and that's when I realized the mistake I had made. The chimera failed all of it's saving throws. The ranger now has 200 people and a fucking dragon in his army and is demanding everybody to refer to him as the Dragon-lord.
and this is why you don't allow nat 20s to do everything
[QUOTE=lintz;52396789]and this is why you don't allow nat 20s to do everything[/QUOTE] It's okay I'm gonna try and kill or maim the dragon in the next session, if it survives is up to the dice [editline]24th June 2017[/editline] I just realized I'm on my mobile lol
Any neat early stuff that'd be good for a red sands executioner in 4e? This character editors item list isn't the best in the world. First encounter in 4e went kinda hilariously, pack of wolves, gave the party more problems than you'd think since we had to protect the horses. I manage to grab 3 of them in a cloud of darkness, with all of them dead from an aoe with a bit of friendly fire in one round, alpha jumps on the cart, just at the edge of my cloud, I go "Fuck it lets try" and garrote the alpha out of the cloud, worked surprisingly well :v:
[QUOTE=Crimor;52398882]Any neat early stuff that'd be good for a red sands executioner in 4e? This character editors item list isn't the best in the world.[/QUOTE] 4e what?
4e dnd.
[QUOTE=Crimor;52399372]4e dnd.[/QUOTE] The items are pretty exclusively shit there tbh.
If a mad scientist were to turn himself into a terrible creature, what kind of creature would he turn himself into? 5e btw.
The trashiest thing of all, a catgirl :v:
Owlbear
[QUOTE=Crimor;52399531]The trashiest thing of all, a catgirl :v:[/QUOTE] I'm not about to put my players into a magical realm.
[QUOTE=slayer20;52399523]If a mad scientist were to turn himself into a terrible creature, what kind of creature would he turn himself into? 5e btw.[/QUOTE] Perhaps an Iron Golem. Imbuing his own soul inside of it so he could have an immortal body.
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