D&D V6 - Edition jokes don't really make sense anymore
5,003 replies, posted
map for one of the continents of my world. only includes cities really:
[t]http://i.imgur.com/DWCfWz0.jpg[/t]
Amazing work. The slate blue section is a little hard to read but it's far better than anything I could ever hope to make. Is the bottom section intended to be a more icey part of the contient?
[QUOTE=Archimedes;51453563]Amazing work. The slate blue section is a little hard to read but it's far better than anything I could ever hope to make. Is the bottom section intended to be a more icey part of the contient?[/QUOTE]
thank you! also aye, it's the icey part. and i agree, i need to figure out a way to get around how bad the letter looks in the icy region.
Bolder larger letters like what was used on Sviteros might work, or alternatively change the slate blue to a more faded white to go with the worn look.
[QUOTE=Archimedes;51453482]It wasn't me, rather our Dwarf Paladin. He's unfortunately pushing towards the end of his life now.
It's this sort of vague magical item our DM made as part of the central storyline. Supposedly varying on the request the stone will grant a wish and in return take some time off the users lifespan. It's supposed to be approximate to the actual wish (i.e reviving a person would take many years, minor wealth would only take a few), but I'm unsure exactly now since a Greater Restoration spell nuked our poor Paladin.
Sometimes it just ignores those rules though. I think it's our DM trying to discourage us from 'breaking the game' as he put it.[/QUOTE]
he gave you an item that could grant wishes and was worried you might abuse it
I mean
come on
what happens if you wish for youth
[QUOTE=elowin;51453631]what happens if you wish for youth[/QUOTE]
The DM throws a can of Monster Energy at you, probably.
[editline]30th November 2016[/editline]
Or it gives you 100 years and takes 101 years away to spite you.
I love messing with my players sometimes. So far my favorite is when they fight in very open places (the nature of the campaign is that they need to hide their fights, which usually isn't too tough), I've been keeping a set number in my head that they can build up to. Each time they do something loud or especially attention-grabbing, I have them roll a d6. When it builds up to the number in my head, I roll out some complication to the fight as a result of drawing public eye or something.
It's super fun because they've only hit it once or twice, and I haven't told them what the dice mean yet, so they get extra paranoid whenever I ask them to roll one now. It's great! :sax:
[QUOTE=elowin;51453631]what happens if you wish for youth[/QUOTE]
Depends on how you word it. "I wish to be this young forever!" or "I wish I never grew older" BAM, petrified. The restoration thing sounded a bit arbitrary, but it's entirely possible that aging is the only thing that happens, no matter what you ask for. Scaled by number of targets and level of wish, perhaps. Seems like a lot more trouble than it's worth.
snip
[QUOTE=Archimedes;51453076]"Alright, I grab the Wish Stone and stare deeply into it. I ask that it casts Greater Restoration on all of us."
[I]"Okay, as you look into the stone... whose in the room with you."[/I]
"Uh... me and the Ranger."
[I]"Alright, you and the Ranger feel the curse lifted. You suddenly find yourself age... *rolls dice* ninety three years."[/I]
"And the rest of the party?"
[I]"They're not in the room so they're not affected by the restoration."[/I]
This is like if you wished on a Monkey Paw but instead of twisting the wish it just punched you in the dick.[/QUOTE]
what was the curse? seems like kind of a dick move from the gm
Sounds like a cool item to me, though aging effects are skewed against races that don't live long like humans and halflings. Some kind of stat drain would probably be a more fair downside for an item like that, but aging effects have a bit of flavour so it's still cool as an effect. You may be able to figure out how it works if you identify it or use some other means to try and divine its nature.
Aging from magic is a cool concept but that was awful.
So, our group in Dark Heresy manages to take a prisoner, after someone pretending to be dead in a pile of body parts manages to get the jump on the assassin and stabs her in the head (thank the Emperor for flak armour). He ends the encounter minus one arm after trying to pull a grenade on us, and high on obscura in our attempt to sedate him.
We drag him back to our ship, before someone else turns up, also claiming to work for the Inquisition. They want the prisoner - not gonna happen, but one of them can try interrogating him by our ship. One guy comes over, notices the dude is tripping balls, and complain they can't interrogate him. Our response is "Not our problem, this is how we found him". Then we notice the mercenaries coming at us. Time to leg it on the ship, with the prisoner.
Our inquisitorial contact visits us back on planetside, and is surprised we manage to extract a prisoner. Then promptly executes him, claiming he's tainted. But fuck it, we got a reward so we'll take it.
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only people who played this back in the day, online, on servers where DM's would literally take control of random npcs and interact with you like in a real D&D game know the glory of this. the aurora toolset, oh my fucking god.
it's free now my dudes, so grab it while you can!
[QUOTE=Glent;51455339]Sounds like a cool item to me, though aging effects are skewed against races that don't live long like humans and halflings. Some kind of stat drain would probably be a more fair downside for an item like that, but aging effects have a bit of flavour so it's still cool as an effect. You may be able to figure out how it works if you identify it or use some other means to try and divine its nature.[/QUOTE]
A dice roll where an instant 93 year age jump is a possibility implies bad gm though.
So a player asked an NPC to drain him dry of blood and consume his vampiric soul.
We just started making dice rolls. There was no chance of posession with the rolls gotten, so I asked him what other characters he'd like to play next.
Then I did the 'yeah, nah, she didn't eat you bro, she's your friend' and we carried on playing.
[QUOTE=UzumakaiPatch;51455711]A dice roll where an instant 93 year age jump is a possibility implies bad gm though.[/QUOTE]
It could be cool if, for example, it's an Elven (or some even more long-lived race) artifact so it's more dangerous for "lesser races" to use it since they can't handle the aging as well (even Elves wouldn't like to age 93 years, but you could use it a couple of times). If it's like an optional item they can use to essentially Wish then I'd say a dangerous drawback is a cool addition to that (and makes it so you don't want to use it frivolously, but still have the option). Though I guess the problem with that is characters in D&D don't have "fate points" to recover from crippling results - if a human had gotten aged 93 years they'd be in a real bad place.
Ideally you could divine the properties of the item so you'd know what the risks where before you had to use it, though. Also, it seems like it should only be able to age the person actually using it (otherwise what happens if you use it to cast a fireball? Does everyone hit by the fireball age d100 years and die instantly?)
Has anyone ever tried doing organized crime in a DnD campaign, and made it their characters goal to attain wealth and status through it?
I'm thinking about making a NE Dwarf Rogue or Fighter, with a lust for wealth and power through smuggling and extortion.
Would it be a douchy thing to do if the rest of the party isn't in on it?
Organized crime kinda requires you sticking to one city, so it might be really annoying for the rest of the group if I dont wanna stride too far from the city.
[QUOTE=Sunkite;51456893]Has anyone ever tried doing organized crime in a DnD campaign, and made it their characters goal to attain wealth and status through it?
I'm thinking about making a NE Dwarf Rogue or Fighter, with a lust for wealth and power through smuggling and extortion.
Would it be a douchy thing to do if the rest of the party isn't in on it?
Organized crime kinda requires you sticking to one city, so it might be really annoying for the rest of the group if I dont wanna stride too far from the city.[/QUOTE]
yeah if the rest of the party isn't into it there's no reason for them to keep you around. instead, think of MOTIVES.
when you build your background story, you must think of a motive. why am i adventuring? reasonably, if you're a mischievous rogue, you're adventuring because you need money to achieve something.
maybe you were expelled from your old guild, some members didn't like you, so they pinned you down into a task you weren't supposed to do and that got you kicked out. out in the wilderness of the city, you were out of money so you started performing small crimes until you were finally caught and arrested. then a mysterious stranger came along and bailed you out, but told you that you owe him a favor in return.
personality (up to you but just a suggestion): you lean a bit more towards neutral than evil nowadays, but you're still capable of being a ruthless killer, but it only comes out at your worst.
this character for example has motives that he can fulfill without making him less of a regular adventurer:
[B]the bigger motive:[/B] going back to his guild and proving he was innocent, and possibly getting back on the dudes who pinned him down. this motive is less immediate, because he knows he'll need to get big if he ever wants to step back inside the guild. (this is something you'd accomplish at level 10-14)
[B]the lesser motive:[/B] he's in debt with the figure who saved him from prison. this is a more immediate motive and, again, adventuring is a way for him to get money and be able to fulfill his debt. (accomplish at level 5-8)
so as you can see, you need motives. if your character has nothing to do with the group it's going to be totally meta to keep you in.
[editline]1st December 2016[/editline]
also not saying you're supposed to go with this backstory lol it was just an example. but if you like the "mysterious stranger" part make it so you never really got to make out the stranger's face, that way it gets your DM all tiddy and, when it's finally time for you to pay your debt, it leaves room for them to work on a cool ass reveal. maybe it was a fucking demon and you actually sealed a hellish pact and don't know it? i mean, there's a lot of room man.
[editline]1st December 2016[/editline]
also since you dig organized crime, maybe your debt was to smuggle a magical item into the city (maybe the city is very strict and searches people before they enter the city?), shit like that. but you can only get that magical item from another city, but you need a certain status to get in there (explains why you need to level up to get into that city). etc etc
[QUOTE=MenteR;51457019]yeah if the rest of the party isn't into it there's no reason for them to keep you around. instead, think of MOTIVES.
when you build your background story, you must think of a motive. why am i adventuring? reasonably, if you're a mischievous rogue, you're adventuring because you need money to achieve something.
maybe he was expelled from his old guild, some members didn't like him, so they pinned him down into a task he wasn't supposed to do and that got him kicked out. out in the wilderness of the city, he was out of money so he started performing small crimes until he was finally caught and arrested. then a mysterious stranger came along and bailed him out, but told him he owes him a favor.
personality (up to you but just a suggestion): he leans a bit more towards neutral than evil nowadays, but he's still capable of being a ruthless killer, but it only comes out at his worst.
this character for example has motives that he can fulfill without making him less of a regular adventurer:
the bigger motive: going back to his guild and proving he was innocent, and possibly getting back on the dudes who pinned him down. this motive is less immediate, because he knows he'll need to get big if he ever wants to step back inside the guild. (this is something you'd accomplish at level 10-14)
the lesser motive: he's in debt with the figure who saved him from prison. this is a more immediate motive and, again, adventuring is a way for him to get money and be able to fulfill his debt. (accomplish at level 5-8)
so as you can see, you need motives. if your character has nothing to do with the group it's going to be totally meta to keep you in.
[editline]1st December 2016[/editline]
also not saying you're supposed to go with this backstory lol it was just an example. but if you like the "mysterious stranger" part make it so you never really got to make out the stranger's face, that way it gets your DM all tiddy and, when it's finally time for you to pay your debt, it leaves room for them to work on a cool ass reveal. maybe it was a fucking demon and you actually sealed a hellish pact and don't know it? i mean, there's a lot of room man.[/QUOTE]
Reading it after posting it does make it clear that this will only work if the rest of the group is either in on it, or the setting is focused on just a huge city and the outskirts of it.
This is not my first DnD character though, so I know he needs more than just the "I wanna be rich and gain wealth because lol". Plus, I wanted to try out running organized crime in a DnD setting.
It is nice of you however, to come with suggestions.
I'd still go with NE though, but that might be because of the way me and my regular group view NE.
We view NE as being an egotistical person, that has no qualms with hurting other people, as long as they can gain something through it.
i just thought it might be possible to run organized crime and have your party not kick you out. if you wanna be a smuggler, it would make a lot of sense if you stole some magical trinkets yourself and attracted a few henchmen who wish to work for/with you. and during downtime you take care of your smuggling background, i dunno.
also, if you took that "expelled from the guild" backstory it would make a lot of sense if you kept yourself disguised all the time, that way the party only knows you by your disguise and the guild only knows that there's a smuggler in town, but they don't know it's [I]you [/I]​per se. it can be interesting, dude. and adventuring with your "pals" is still totally possible. after finishing a couple quests they'll start to question your absence during downtime and might ask you "hey man why don't you ever sit down and have a drink with us in the tavern?" and this could do for some cool roleplaying interaction too.
[QUOTE=MenteR;51457136]i just thought it might be possible to run organized crime and have your party not kick you out. if you wanna be a smuggler, it would make a lot of sense if you stole some magical trinkets yourself and attracted a few henchmen who wish to work for/with you. and during downtime you take care of your smuggling background, i dunno.
also, if you took that "expelled from the guild" backstory it would make a lot of sense if you kept yourself disguised all the time, that way the party only knows you by your disguise and the guild only knows that there's a smuggler in town, but they don't know it's [I]you [/I]​per se. it can be interesting, dude. and adventuring with your "pals" is still totally possible. after finishing a couple quests they'll start to question your absence during downtime and might ask you "hey man why don't you ever sit down and have a drink with us in the tavern?" and this could do for some cool roleplaying interaction too.[/QUOTE]
Definetly some solid suggestions you're bringing!
The smuggling thing could also be used to actually get the party moving, suggesting to go to a different area because he has to pick up some wares/sell illicit goods (Without telling the rest of the party what it is, obviously), by making up stories about some solid loot/adventure in the area.
I designed a example character to show my players all the things they need to fill in on their character sheets and what everything does etc etc and I decided for funsake I'd roll his stats like the players are.
He has better stats than any of my PCs. :v:
[QUOTE=lintz;51455190]what was the curse? seems like kind of a dick move from the gm[/QUOTE]
The entire party was suffering from the negative effects of a strenuous Wish Spell (Strength set to 3, 1d10 Necrotic to self on spells cast at varying levels) because a few sessions prior in the campaign we all placed our hands together on the stone and wished that the final magical item we needed appear in front of us. It was basically most of our characters being willing to sacrifice themselves so that the surviving party could construct a magical item to help fend off the BBEGs attacking army before a siege. A sort of finale heroic gesture as the campaign is in its finale.
In response the DM teleported us into the tent of the BBEG (who had the item, unbeknownst to us) and ended the session, explaining that he hadn't fully heard us and then disregarded our complaints because we'd tried to break the game. He then texted us later mentioning we were all afflicted by the post-wish debuff. Next session the Paladin wished us back to five seconds earlier, then attempted to use the stone one final time to cast Greater Restoration on all of us because we were still afflicted.
That is like, twenty levels of stupid right there
There are lots of perfectly reasonable ways to punish players for specifically trying to sequence-break, but arbitrary debuffs and claiming 'mishearing' is probably the worst possible way I've heard of to go about it short of just flat-out denying them
Like, why even include a magic wish stone if you just smack the players every time they use it, without even the token hilarity of a Deck of Many Things
That's legit fucking stupid tbh. And I've given level 1 players a deck of many things before so I know stupid.
The classic blunder of many GMs is to have consequences occur in the same instance as a given benefit, or to forego the benefit entirely and just fuck the players over right away in a "haha gotcha" sort of fashion. This applies to wish granting devices, deals with satanic figures, and anything that's even remotely morally questionable in the "greater good" kind of way. The universe will bend itself sideways to make sure the wish fucks you over, the corruption will immediately turn you into chaos goop, and every single person in the entire world will always know about that one bad thing you did.
Yea, exactly
Consequences should be long-term, and that way your players get anxious waiting for the hammer to fall, which is great for keeping them invested, or they forget and think they got away clean and then WHAM, corp death squad or evil wizard patrol bursts in on them
Like, every good 'wish/deal gone wrong story' always has the victim THINK they got one over the dealer, then watch it turn to ash in their mouths, and in RP it really shouldn't be different, the cliche is cliche for good reason
It's way more fun to do what I've taken to doing. I keep a tally of all my player's universal luck. It's usually based partially off a luck stat if there is one. Every time they use a wish or other really magical breaking device type thing, or roll a 1, etc, I roll using that luck roll in the most humane/logical way for that system to determine how their luck resolves then I nick a few points from the score. The effects could be as subtle as the player occasionally trips over something, has bad luck in some small regard, or if their luck is getting really bad and they decide to make that game changing wish, they might end up with some sort of really horrible side effect. It's a sorta handy way to give my players a sense of cosmic fate but without outright being a fucking douche about it right off the bat. It doesn't come into play super often. I also sometimes give points back for exceptional reasons. Idk, I don't like that nat 1's are always bad so I tried to find a way to negate it being so black and white.
Though I guess if you've spent all your cosmic luck and roll a nat 1 you're probably going to end up having some very major bad luck.
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