• D&D V6 - Edition jokes don't really make sense anymore
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ended up working it out We wern't adding any bonuses to attack rolls (ie, strength) and were just rolling D20's derp.
That'll do it. Were you not even adding proficiency modifiers?
I ran my first Genesys game on Monday night with friends. The players were stationed on board the SS Raleigh at Pearl Harbour as the Allied Navy and Air force went into Space for the first time. Sneaky Japanese attacked with Diesel mechs and a swarm of Zero's. Our pilot pc took to the sky in what was originally a Spitfire, but was renamed a Starfire, to defend the ship at 40,000 feet. One of the players got onto an AA gun while the rest of the party fought Nazi infiltrators on the deck and helped a skeletal Lt. Bretton coordinate the fighting retreat to space. After a lot of dead Nazis, the players reached Space. The command ship, the Iowa has sustained heavy damage and has been boarded. The players piled into a Diving Bell drop pod and blasted off to save the ship. 10/10 session.
If I want a system that really goes deep in magic theory, what should I go for? Thinking stuff like heavily augmentable spells, or even being able to build your own spells in some way. Like one of the reasons why I love shadowruns manipulation magic is because you can do so many interesting things with it if the gm lets you.
[QUOTE=Crimor;53151345]If I want a system that really goes deep in magic theory, what should I go for? Thinking stuff like heavily augmentable spells, or even being able to build your own spells in some way. Like one of the reasons why I love shadowruns manipulation magic is because you can do so many interesting things with it if the gm lets you.[/QUOTE] World of Darkness Mage is all about that. Genesys (shilling intensely I know) has a system where the more gimmicks you add to the spell, the harder it is to cast.
The genesys system in general seems pretty interesting, know of any good recorded campaigns using it? Also a bit wary about WoD because of the horror stories of the people playing it, even worse than shadowrun from what I've seen :v:
[QUOTE=Crimor;53151345]If I want a system that really goes deep in magic theory, what should I go for? Thinking stuff like heavily augmentable spells, or even being able to build your own spells in some way. Like one of the reasons why I love shadowruns manipulation magic is because you can do so many interesting things with it if the gm lets you.[/QUOTE] The obvious ones to check out are Mage like cyclocious mentioned and also Ars Magica.
5e: I really like hobgoblins but I'm not satisfied with volo's monster guide, it really nails in wizard but I don't think that's suitable given most of the monster blocks. The problem is that anything I think of is just human+. Now my GM has generously allowed me to take half orc stats and retool them, but I'd be interested in homebrewing. Specially since I've had a no-humans setting in my head from a while back. Necessary: Darkvision to 60 Goblin. Now I'm thinking, one could just do the human thing and have every ability go up by 1, the darkvision's an obvious advantage but you don't get to choose the language( and probably suffer more prejudice.) or do the variant human thing. Hobgoblins are very close to humans in build/lifespan and their racial integration rivals the humans. My other thoughts is that, given there's a strict LE bent to them, maybe they have a caste system or subraces that doubtlessly got mixed together when they started forming legions, and the human-copy thing isn't interesting enough. The only real attribute I see as important to the race in general is con, for that rough military lifestyle, so that's the universal. Everyone gets +1 con, darkvision and common+goblin. Now the one option is near what's in volos. Blue nose- Gain an armour feat, get a bonus in your choice of int,wis or charisma. Get the saving face ability from volos. Red nose-+1 con, +1 of your choice of dex or str (or +1 of each). Martial advantage: Once a turn Get half your profeciency modifier to hit or damage an opponent next to an ally. Leadership: starting at 5th level yell at a mate a d4 to add to all their attack/saving throw rolls for one minute, can use again after a short rest. (note-being one of these sub races doesn't guarantee that your nose has the particular hue. Most Hobs don't have the colouration, it's seen as a sign of favour) Too strong? Thoughts. Fun ability; "God wills it." Gain advantage on charisma checks to ally yourself with hobgoblins, goblins and bugbears you've come across by happenstance so long as they have challenge rating lower than your level into a fight or campaign, unless they're actively opposed to you.
Most of these just look like improved humans, yea, which is probably too strong. Feats are extremely rare and starting with them on top of two stat bonuses, darkvision, and an extra ability sounds fishy to me (on top of the inevitable confusion from limiting it to armor feats: do those apply before or after class features?) Martial advantage seems strong to me but simultaneously not actually tremendously useful for primary combatants: it has the most relative oomph for characters with fewer attacks. It’s also just not terribly interesting: a small bonus that’s easily forgotten and doesn’t really encourage anything new for most melee fighters Leadership could work fine so long as it entails concentration (represented as yelling and directing your subordinate like an asshole backseat spectator). I’m not sure from your description if both types get it or just the Reds?
[QUOTE=Crimor;53151393]The genesys system in general seems pretty interesting, know of any good recorded campaigns using it? Also a bit wary about WoD because of the horror stories of the people playing it, even worse than shadowrun from what I've seen :v:[/QUOTE] It's more a problem of the players than the system, in any ttrpg horror story. Play with people you know, or if you have to play with strangers then try and make sure you all want the same thing out of the game, and it should be fine. [editline]22nd February 2018[/editline] Also, Ars Magica might be more suited to what you want, anyways. Both of the systems are based around letting you do anything you can think of, but AM's a bit more open with it; in Mage, you need to have the right amount of sphere dots to even actually attempt a specific effect, while in AM, you can *attempt* anything, it's just a matter of rolling high enough to actually do it. Also, AM has a specific Spell Mastery system, where if you practice a spell enough you can cast it faster/silently/without gestures/multiple times at once/stronger, or you get a higher resistance against it.
[QUOTE=SiberysTranq;53151506]Most of these just look like improved humans, yea, which is probably too strong. Feats are extremely rare and starting with them on top of two stat bonuses, darkvision, and an extra ability sounds fishy to me (on top of the inevitable confusion from limiting it to armor feats: do those apply before or after class features?) Martial advantage seems strong to me but simultaneously not actually tremendously useful for primary combatants: it has the most relative oomph for characters with fewer attacks. It’s also just not terribly interesting: a small bonus that’s easily forgotten and doesn’t really encourage anything new for most melee fighters Leadership could work fine so long as it entails concentration (represented as yelling and directing your subordinate like an asshole backseat spectator). I’m not sure from your description if both types get it or just the Reds?[/QUOTE] Humans are "everyone's second best friends" or something as such, hobs are very easy to stereotype. I think Human+darkvision isn't too bad considering, the extra language is locked in too. The nose variants are seperate ideas on how to do things. The Humans with darkvision was the primary idea. For martial advantage, well, copying what the hobgoblins have was the epitome of crazy, but I still like the idea of a race that excels in co-op and rewards strategy. Variant human gets two stat bonuses and a feat, so i didn't think it too bad to have an armour feat. The volo's guide gives folk profeciency with light armour, because volo seems to really want hobgoblins to be the best race ever for wizards. I just thought, if I changed that to "you can have the next armour up" to reflect the martial focus of the race, it'd be more applicable to every class (except the ones that start with heavy anyway... Unarmoured bonus?) Leadership was just reds.
Yuan-ti purebloods are ridiculous. How haven't they been changed yet?
[QUOTE=Crimor;53151393]The genesys system in general seems pretty interesting, know of any good recorded campaigns using it? Also a bit wary about WoD because of the horror stories of the people playing it, even worse than shadowrun from what I've seen :v:[/QUOTE] I'm not aware of any recorded campaigns, you might have luck searching for gencon games or something? WoD attracts certain specimens, and it's mechanics lately have become cluttered and unfocused. If you play with friends you only have to worry about the rules, but I've never played Mage do I couldn't say any more than that. Edit: the Genesys discord has frequent open sessions that people are invited to sit in on also.
WoD is a horror set in a dark satire of the real world where you play a (deeply flawed) monster (typically, you can play hunters). You've got a oppressive secret society with rules to deal with but otherwise you're fairly free to do what you want. It thus allows for the best and worst of play, and there's a lot of stuff that you wouldn't want to take out of context. But I would recommend it if you've got players you know and trust to not make a shit character. There's a lot of (unreliable) lore but it's often an enjoyable read. Don't bother with the metaplot. Oh, there's a lot of bait in werewolf. Back to hobgoblins. Whatabout (other than humans with darkvision and prejudice) 60ft darkvision +2 con Goblin Red nose. Your choice of +1 str or dex A d4 for use in all attack rolls against people within 5 foot of a capable ally. Leadership, a concentration ability that lasts a minute, giving one ally a d4. Once a short rest Blue nose Your choice of +1 Wis,Int or Cha +1, up to 5, for every ally that sees you, when you fail a roll, once a short rest. You gain profeciency in the next armour class, or an unarmoured defence using either Wis or Cha should your class already have you proficient with all armour. Still too strong/with useless abilities? Another "just for fun" ability, other than "god wills it", could be "tools of war", which would be a profeciency with a set of tools, though you must pick something useful for warfare (IE carpentry to make seige engines would be great, cooking is fine woodcarving or jewelry really only works if you're a clergy)
Well guys, my cursed cleric and his party had a HUGE boss fight at a bard college. Previously, we fought an undead creature and stole his ancient evil orb from him. This orb has the potential to raise undead armies within days. We returned to the head priest that gave my cleric this mission and he told me to deliver it to our archives so the church could study it. My cleric, whom has been betrayed by false leadership before, stands against this order and demands we destroy it but the head priest is having none of it. I then decide that if he won't listen to reason then I'll take the orb after we get out of his room. So basically we had this ancient evil orb that could raise undead armies and our bard suggested bringing it to his bardic college. He said his bardic college definitely had some sort of way to destroy it. We get to the village near the college and our bard regales us with the tale of a poor man that was decieved into following the orders of a spirit that claimed to be lonely and only wanted knowledge. The only problem is that he doesn't know how to end the story. I say to the bard, "Tragedy makes a good story, but unhappy endings are so boring. I think a heroic party should vanquish this creature for the lone man." Before heading to bed I promise to help him free himself of this evil being and he says to me, "What if this evil being is hiding among you?". I replied with, "Then we'll figure that out when it comes." I allow the bard to steal the evil orb in the middle of the night and I cast divination to ask my god where he is. It's that goddamned bardic college. We follow in hot pursuit and I cast stone shape to shape a doorway through the college's wall for the party as we chase him. After knocking out the weeping young students that were compelled to fight us, we reach the grand stage. There we meet "The Patron", the headmaster, two academics, and our bard. The patron told us he hungers for more and more stories, and I told him that I've heard his tale before and his ends here. Our mage rolls an arcane check and messages me to tell me that our bard is cursed, and a plan is immediately set to get me to him as soon as possible. Our barbarian charges him down, grapples him with a net, and rushes him over to me so I can remove his curse. Our mage casts hold person on the headmaster and I'm able to remove curse from him too. Now it's just The Patron and two polymorphed boars versus all of us. To give a head count it's me (the cleric), our mage, our bard, our rogue, our barbarian, the headmaster, and nine fucking barbarian ghosts that were summoned by our barbarian's horn of Valhalla. Our mage lightnings The Patron only for it's angelic visage to shatter and reveal a Cerebrilith. We then procede to fuck this piece of shit up with me protecting our party from it's dominate persons and curses. It was a badass battle and we were able to somehow miraculously save everyone. We all went in expecting to have to kill our bard and we came out together as a badass group of heroes. I really can't wait for our next session.
As of recent we added an artistically talented person to our D&D sessions. She's been doing really well for a new player. And now we can summaries sessions in pictures. [t]https://cdn.discordapp.com/attachments/290187808663142402/417059526097895444/New_Canvassnoiwdro.jpg[/t][t]https://cdn.discordapp.com/attachments/290187808663142402/417050292769521664/reed_good_4.jpg[/t][t]https://cdn.discordapp.com/attachments/290187808663142402/417025241102024704/slut_sirt.jpg[/t] We've been having a lot of fun.
I misread the last one as "Isn't it a little THOT in here?" and now I'm imagining halfling jersey shore.
[QUOTE=jackattack;53157314]As of recent we added an artistically talented person to our D&D sessions. She's been doing really well for a new player. And now we can summaries sessions in pictures. [t]https://cdn.discordapp.com/attachments/290187808663142402/417059526097895444/New_Canvassnoiwdro.jpg[/t][t]https://cdn.discordapp.com/attachments/290187808663142402/417050292769521664/reed_good_4.jpg[/t][t]https://cdn.discordapp.com/attachments/290187808663142402/417025241102024704/slut_sirt.jpg[/t] We've been having a lot of fun.[/QUOTE] The true jackpot is being in a group with a good artist.
So one player in the group I DM plays a rogue, who's character is inspired by a character from a book. Said character uses a quarterstaff. So, with the caveat that I could change things if they were unbalanced for certain cases, I let him take a quarterstaff as a finesse weapon. When he took the dual wielder feat, I made it on par damage wise to dual wielding rapiers, but with bludgeoning instead. By the time we were a number of sessions, magic weapons started appearing, and he "wondered" if he'd be able to find a magical quarterstaff. Last session, they were going through one of the larger dungeons I made. The path through they ended choosing had them meeting a (good) very old vampire in a slumber who was who the local hospital was named after (there's a very large backstory about how she is "good", don't worry), an old lady (a hag) and her pot Betty cooking some cultists in a brew, some monsters, and at one point a cleaning cupboard. The chance of them finding it was slim, and inside was a few very old tools and a broom. Said broom, was magical. It has 4 charges of gust (recharging daily), attacks made with the weapon count as thunder (closest to wind), and counts as a quarterstaff. Now the fun part will be seeing if he uses it, tries to modify it to make it just a staff, and how the rest of the party will comment on it.
[QUOTE=jackattack;53157314]As of recent we added an artistically talented person to our D&D sessions. She's been doing really well for a new player. And now we can summaries sessions in pictures. We've been having a lot of fun.[/QUOTE] My old Dark Heresy group had an artist too! [t]https://i.imgur.com/RdjWgYn.png[/t] I was the one with the Lizard in the hair.
My friends are starting up a new D&D group. They're wanting to play through Storm King's Thunder. I'll be able to play every few sessions or so. What race/class should I play? I have all the books at my disposal.
[QUOTE=slayer20;53159289]My friends are starting up a new D&D group. They're wanting to play through Storm King's Thunder. I'll be able to play every few sessions or so. What race/class should I play? I have all the books at my disposal.[/QUOTE] rock gnome drunken master monk
What's some good ways to get more AC as a rogue in 4e? at level 5 currently and would like a bit more to make sure that OA's don't hold me down.
Joined up with an online group to play D&D for the first time in about 5 years and I've found myself in a group that is definitely going to cause some interesting stories. DM is completely green, never run any tabletop stuff before but used to RP in WoW. Other party members are all girls in their early 20's that said DM met playing WoW who are also completely green but are also ALL fantastic artists and have some serious depth to their characters for first timers. Party composition speaks for itself: Rogue that tosses daggers and is -very- obsessed with stealth Druid who has no healing spells but uses some control spells A dwarf (me) wizard who has somehow found himself as the groups tank by having proficiency in some armours because dwarf. And then we have a halfling who I genuinely have no clue what her class is or what she does because so far in every combat she has either not been there or has run away from the enemy because she doesn't want to get hit due to having pretty much no hp :v: So far its been what can be expected from a new group, being super cautious in every new room and always taking -way- too long to make decisions (which usually ends with my dwarf just barging through and doing the most straightforward thing to end the discussion) but I think it should turn into something pretty great as time goes on, especially considering the DM is new to D&D but not roleplaying. Given we have really no actual tank im considering having my dwarf retire at some point fairly soonish in favour of an actual tank class or I can see us losing party members very quickly given none of us are mean't to take on that role.
[QUOTE=archival;53160425] A dwarf (me) wizard who has somehow found himself as the groups tank by having proficiency in some armours because dwarf. [/QUOTE] This is the worst idea I've ever heard. Sounds like fun though.
[QUOTE=slayer20;53159289]My friends are starting up a new D&D group. They're wanting to play through Storm King's Thunder. I'll be able to play every few sessions or so. What race/class should I play? I have all the books at my disposal.[/QUOTE] depends what you want tabaxi or wood elf monks can [I]zoom[/I] all over the map
[QUOTE=archival;53160425] A dwarf (me) wizard who has somehow found himself as the groups tank by having proficiency in some armours because dwarf.[/QUOTE] Learn to cast fist.
[QUOTE=archival;53160425] Given we have really no actual tank im considering having my dwarf retire at some point fairly soonish in favour of an actual tank class or I can see us losing party members very quickly given none of us are mean't to take on that role.[/QUOTE] You can actually do a reasonably decent tank-ish wizard (considering the ways there are to tank). What subrace and wizard type are you? [editline]26th February 2018[/editline] [QUOTE=Crimor;53161201]Learn to cast fist.[/QUOTE] Also this is sound advice.
[QUOTE=archival;53160425]Joined up with an online group to play D&D for the first time in about 5 years and I've found myself in a group that is definitely going to cause some interesting stories. DM is completely green, never run any tabletop stuff before but used to RP in WoW. Other party members are all girls in their early 20's that said DM met playing WoW who are also completely green but are also ALL fantastic artists and have some serious depth to their characters for first timers. Party composition speaks for itself: Rogue that tosses daggers and is -very- obsessed with stealth Druid who has no healing spells but uses some control spells A dwarf (me) wizard who has somehow found himself as the groups tank by having proficiency in some armours because dwarf. And then we have a halfling who I genuinely have no clue what her class is or what she does because so far in every combat she has either not been there or has run away from the enemy because she doesn't want to get hit due to having pretty much no hp :v: So far its been what can be expected from a new group, being super cautious in every new room and always taking -way- too long to make decisions (which usually ends with my dwarf just barging through and doing the most straightforward thing to end the discussion) but I think it should turn into something pretty great as time goes on, especially considering the DM is new to D&D but not roleplaying. Given we have really no actual tank im considering having my dwarf retire at some point fairly soonish in favour of an actual tank class or I can see us losing party members very quickly given none of us are mean't to take on that role.[/QUOTE] If you weren't already planning on picking it, abjurer wizard subclass could significantly increase your life expectancy in that sort of situation, or just dipping into fighter for shields and defense fighting style and slightly more hp than normal That is all assuming you survive long enough to level though, so best of luck!
Ignore me that’s 4e not 5e
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