• D&D V6 - Edition jokes don't really make sense anymore
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[QUOTE=Valon Kyre;51649982]Its 4E, but I'm going to see about using the 5E feats since there wasnt that many that would help in a tank build that i could find[/QUOTE] You'll probably want to talk to the GM a bit about that. Sentinel is way more powerful outside of 5e, because you can only take a maximum of one attack of opportunity a round in 5e, but I don't think that's the same in 4e. Could be a little imbalanced.
[QUOTE=_Maverick_;51637359]The guy who got me into D&D is starting up a campaign and asked if I want to join I'll finally get to be a player again![/QUOTE] So the (5e) campaign started today, it was a great laugh The party was: Me - wood elf ranger bounty hunter Human Warlock Gnome druid Human pirate monk Human noble rogue And a half cat person thing nomadic paladin All of us are chaotic neutral apart from the druid who is chaotic good. Which left the druid to perform any and all healing until we got higher levels. The campaign was one of the official ones, with dragons attacking the sword coast in a town called greenest(?) We see a blue dragon attacking the town we need to get to. The rogue and druid teamed up under the leadership of the warlock and snuck into town I charged in with hatchet in hand and immediately got ambushed by the cult of dragon people (this is okay and matches my personality so I don't mind.) The fucking cat however struts in and demands the evil cult members bow in awe. The other group arrived just as I finished helping him from having his face kicked in I had the only horse so I rode on ahead and entered the next encounter by myself while the rest healed the cat. I had to protect this group of 4 or 5 citizens from about 7 kobolds. First attack - NAT 1 bow string broke I've fallen off horse. Dicks. Second attack - I attempt to kill one with my throwing hatchet and get their attention to save the people. I roll 6, I throw my hatchet through the air and it lands in the dirt beside them but I get their attention. Yay. All 7 pelt me with slings. I'm already on two health. Next turn I'm in death save while the others kill them off. Druid: let me use the last potion to heal this man. (Me) Warlock: no, we don't even know who he is, you may need it more. D: well let me at least stabilise him with my medicine skills. W: okay. NAT FUCKING 1 add two failure marks DM: turning the body over onto his back you notice a pool of blood starts rapidly growing. I roll and get a 6 "I'm dead." The druid's face is one of extreme horror and regret because she's the only one who tried to help. But it was kind of my fault for trying to take on all 7 kobolds. The DM is nice and let's my character live but I'm unconscious until we had a long rest. We get to the town's main keep and eventually we introduce ourselves IC, I'm back. First mission is to seal off an underground passage that the enemy can use to infiltrate us. We make it to this destroyed room with only a single file hallway for them to access the keep. Paladin suggestx we hold them off here and druid says she can create a minor illusion to trick them. Rouge suggests a huge pile of gold Monk suggests an image of their god telling them to go back. I suggest a boulder blocking their way. They go with the boulder suggestion as the other two wouldn't make any sense and aren't minor either. We have a bit of fun with it too, because it's single file the monk would stand right at the edge of it, reach through the illusion and grab an enemy and Chuck him in front of the rest of us to be promptly killed. We realised that we couldn't do this forever and that the room needed to be fixed and the gate sealed. We needed a wizard with the mending spell. Luckily there was a young women in the keep who could do this so we send the rogue off to get her. The rogue who is a massive womeniser, and was almost in her pants by the time he got back. We sealed the room after taking a few people prisoner and headed back up to the keep Warlock does his own version of the 1000degree knife vs cultist face to learn what is happening and forward the plot. One long rest later, in the morning the blue dragon attacks the keep. I rush up the battlements and get lightning breathed back down Just in time to see the fucking rogue come out of that young female wizards chambers naked. We drive it away and get another mission to find any survivors We have to edit the keep via another underground passage filled with rats So fighting this swarm of rats our monk... For reasons fucking unknown desires to parkour and flip his way over the rats so he is behind them... On his own... With no weapons... On low health. So he does. Only to be swarmed and nibbled on on its next turn. And AGAIN when we force them to retreat. He told us that he had a really good plan but we ruined it by surviving. We finished just after we leveled up. This campaign gun b gud.
[QUOTE=_Maverick_;51650787]So the (5e) campaign started today, it was a great laugh The party was: Me - wood elf ranger bounty hunter Human Warlock Gnome druid Human pirate monk Human noble rogue And a half cat person thing nomadic paladin All of us are chaotic neutral apart from the druid who is chaotic good. -stuff- This campaign gun b gud.[/QUOTE] Oddly enough, I am moments away from starting the last session in that same campaign, so I'm curious to see how the rest of your adventures go.
[QUOTE=E = MC Hammer;51649841]Granny Tiefling[/QUOTE] Pact of the Fey Warlock for a sort of Witch vibe if you want. Sorcerer is also an option for more a more charismatic matron sort of vibe. Anyway here's some ideas: - You're granddaughter was stricken by some kind of malign illness which the clergy cannot or will not cure (because Fiendspawn need no quarter). Her condition is, at best, stable but getting insidiously worse. You set off to find a cure that was beyond even your magics as you did not wish to burden your family with sending the eldest child (if you DM is clever, he might send a relative off looking for you still). - Having lived so long, consider taking a more passive role acting as the groups voice of reason or advice giver. - Play up your age and feebleness both to lower your enemies guard and allies expectations. - Have fun with playing a character whose out of touch. Under (or over) pay for items, reminisce about odd cultural trends, etc. - Insist on going to bed at 7:00pm every night.
what monster races do people consider fair game? I have a thing for goblins.
I haven't seen it mentioned yet, but the unearthed arcana yesterday (5e) was for the artificer class, with the subclasses being alchemist and gunslinger.
[QUOTE=The Jack;51651378]what monster races do people consider fair game? I have a thing for goblins.[/QUOTE] Talking about 5e I think it's DM dependent. There was a lot of discussion about it in here when Volos first launched. I personally run a game with one player who rolled a Bugbear Barb and overall it's been pretty alright. May not let a player do it in the future though. I also notice on Reddit and other discussion sites a lot of off hand comments about people playing parties with either some Goblins or all Goblinoids. I think they're the more popular choice for monstrous races.
i'm debating how much of the backstory i really want to flesh out now and how much of it i should just organically flesh out as the campaign goes. personally i prefer the latter, it lets you develop really interesting character details that might not be feasible if they're super set in stone as it is i did have an idea that she was raised in a family of necromancers ("my dad was a necromancer, his dad was a necromancer, his dad was a necromancer that was raised by my dad to teach me necromancy" etc) but she met a nice man of the light (not sure if cleric or paladin) and decided to put her necromancy behind her ("always felt icky anyway") and they always talked about going out to adventure but like "well first we were saving money for the house, you know, and then poor Donald (rest his soul) had his fall, and then we heard Gemma was on the way. but now the grandchildren are all strong and live out on their own and Donald's gone on to the next life so I figured hey, why not sell my soul for otherworldly power and go out adventuring like i wanted to? so here i am. want a pie?" i think she'll just be like old and wizened and have good advice or at least what she thinks is good advice. i want to try and avoid the combat or at least not be so eager to jump head first into something. generally when i play these i end up playing more like a voice of reason-type character or someone that can advance the plot if necessary (was absolutely necessary for my last party when two characters were dark brooding types that wouldn't talk much)
You can leave your necromantic history sort of in the dark and casually reference it at times just to throw off the party. Keep details in the background vague but try generally try to have a solid idea as to why your character is adventuring. Usually when I build the persona of a character I tick off the following: [B]Who am I[/B][B]?[/B] (Edward the Rogue, a former street urchin turned thief.) [B]Where did I come from?[/B] (Stormhold, the city with towers so high they dwarf the clouds. I cut my teeth in a gang called the Red Rascals where I learned my trade.) [B]Why am I adventuring?[/B] (I've heard rumors of some distant family I have to the North. I'll do anything to learn more of my own history. Will they accept me?)
i don't think it's necessarily bad to have an elaborate backstory as long as you're the only one that knows the full details, and you can fill other people in as you go or if you decide it's necessary
[QUOTE=E = MC Hammer;51651741]i don't think it's necessarily bad to have an elaborate backstory as long as you're the only one that knows the full details, and you can fill other people in as you go or if you decide it's necessary[/QUOTE] Definitely something to consider discussing with the DM, of course. He could easily work some backstory aspects into the world, such as the necromancers maybe having gone on to become something else like tyrants or even Liches! Overall though if you feel confident in this character I think you have some great ideas and should definitely bring them to your next session!
here i made a picture of it [img]http://i.imgur.com/ctGrttR.png[/img]
What would be a good guideline to make a high chance to hit fighter? I want to make a samurai that engages, single slash, and disengages/runs away. Kinda like a drive-by-slash kinda thing. Would need a high speed as well. My other ideas are a long range hide-and-shoot sniper based off of The End from MGS3 or a electric based unarmed fighter akin to Volgin from MGS3 (probably a monk?)
that really depends on what game and edition you're talking about
[QUOTE=IAmAnooB;51649035]To a single dude or? I'm playing a stalker from path of war but I've tried by best to not cheese/power game too much. So I'm a bit interested in how he did it, I'm trying to keep myself fairly reigned in, but enough to take out any potential casters etc.[/QUOTE] he's at around 23 strength(belt of str +3) and he used some maneuvers that applied bonuses that only work for one round, in which he used a hero point to act again in the same round to attack double the amount of times in what is technically the same "round" i don't exactly know the specifics since i didn't read up much on path of war but our dm as well as the back up dm was like "yeah that's legit" and also yeah to a single dude lol but it was multiple attacks
[QUOTE=E = MC Hammer;51649841]So I saw this on reddit yesterday: [img]http://i.imgur.com/tAJvUCb.png[/img] And it's fantastic and I'm thinking I might try and play something similar in my next campaign, because it'll be fun to shake things up and play something...weird. Plus I have a feeling I can roleplay this very well. I think I've come up with a reasonable backstory but there are a few things I'm not super sure about. As far as I know we're playing a standard 5e Forgotten Realms campaign. I'm not sure if this works more as a Wizard or a Warlock, there are RP advantages to both and I'm fine playing either. On one hand, a Warlock seems a lot scarier when it's a small old tiefling lady causing people to see otherworldly horrors and violating their consciousness with tentacles, but on the other hand I feel like a Wizard seems more "in-character", I guess. Haven't played a warlock, though, that seems fun. I'm not positive I've fleshed out a backstory yet, either. I like the idea that she used to live at home with her family but they're all gone so now it's just her chilling out at her nice cottage and making pies (definitely not with questionable ingredients no sir) for the neighboring kids but wants to go have a life of adventure while she's still got life left to adventure with. The only character trait I really know she'll have is that she's like a little racist. Not super overtly, but like if she sees an elf walking near her she'll grip her purse/cane a little tighter, stuff like that. "Grew up in a different time," etc. I'm not super good at fleshing out characters, at least not before the game. Generally I'm good at shaping them as the campaign progresses because actually roleplaying it is a good way to get a better grasp of your character, but usually I'm a bit lacking before it actually starts. Does anyone have any suggestions?[/QUOTE] That is adorable! I've made "older" characters before. Like an almost retired fighter. Doesn't have the strength he used too, but he made up for it with his experience in and out of battle and whatnot. But this is something new for me. This has brought me inspiration. Thank you!
[QUOTE=Mellowbloom;51653240]that really depends on what game and edition you're talking about[/QUOTE] 4E, but theres also a possibility of us going 5E. If you're more versed in 5E then thats fine
[QUOTE=Valon Kyre;51653117]What would be a good guideline to make a high chance to hit fighter? I want to make a samurai that engages, single slash, and disengages/runs away. Kinda like a drive-by-slash kinda thing. Would need a high speed as well. My other ideas are a long range hide-and-shoot sniper based off of The End from MGS3 or a electric based unarmed fighter akin to Volgin from MGS3 (probably a monk?)[/QUOTE] Off the top of my head (5e): Battlemaster multiclassed into Rogue (Either Swashbuckler from Sword Coast Adventure Guide or Assassin). Rush in, use Precision Strike to land a hit, then disengage and move away. Use a Variant Human to take either Mobile for an additional +10 to movement or Magic Initiate to take Boomingblade. Champion Fighter multiclassed into Barbarian for Reckless Attack. Use Reckless attacks to fish for crits. Use the Unearthed Arcana PDF and take the Samurai for Fighting Style which has an ability similar to Reckless Attacks. You can also consider multiclassing into Kensei Monk (also Unearthed Arcana) for mobility and further abilities. Assasin Rogue and Vengence Paladin. Similar to the Battlemaster option but more spell focused to supplement damage in single, devastating strikes. [editline]11th January 2017[/editline] Basically anything that involves hit and run tactics should involve a splash of Rogue.
Reading through DAV20 Tome of Secrets. The authors really don't get vampire Or the medieval period I mean they do the second one a little better in this supplement. But there's this fundamental lack of understanding of what's necessary and what's unwarranted in this universe.
[QUOTE=Archimedes;51656506]Off the top of my head (5e): Battlemaster multiclassed into Rogue (Either Swashbuckler from Sword Coast Adventure Guide or Assassin). Rush in, use Precision Strike to land a hit, then disengage and move away. Use a Variant Human to take either Mobile for an additional +10 to movement or Magic Initiate to take Boomingblade. Champion Fighter multiclassed into Barbarian for Reckless Attack. Use Reckless attacks to fish for crits. Use the Unearthed Arcana PDF and take the Samurai for Fighting Style which has an ability similar to Reckless Attacks. You can also consider multiclassing into Kensei Monk (also Unearthed Arcana) for mobility and further abilities. Assasin Rogue and Vengence Paladin. Similar to the Battlemaster option but more spell focused to supplement damage in single, devastating strikes. [editline]11th January 2017[/editline] Basically anything that involves hit and run tactics should involve a splash of Rogue.[/QUOTE] Just as a note, the playtest material from the Unearthed Arcana's aren't balanced around multiclassing so even if his DM allows him to use those it's unlikely that they'll let him multiclass with them.
as a further note, the playtest material from the Unearthed Arcana's aren't particularly balanced period
as a further further note, the base game isn't entirely balanced either
The only balanced game is Traveller, because how can there be imbalance when everything is determined by the dice alone
[QUOTE=SiberysTranq;51670009]The only balanced game is Traveller, because how can there be imbalance when everything is determined by the dice alone[/QUOTE] what if the dice are imbalanced
[QUOTE=elowin;51670019]what if the dice are imbalanced[/QUOTE] Then clearly you deserve it, because dice are pure and cannot be corrupted Unless you're Aperture Fan in which case you should consider diceless systems
[QUOTE=SiberysTranq;51670027]Then clearly you deserve it, because dice are pure and cannot be corrupted Unless you're Aperture Fan in which case you should consider diceless systems[/QUOTE] [thumb]http://steeringlaw.com/wp-content/uploads/2012/10/1095145_1db7_625x1000.jpg[/thumb] consider your dice corrupted
The only way to have pure and truthful dice rolls. [Img_Thumb]https://1d4chan.org/images/6/6c/Vtnl_dice_field.jpg[/Img_Thumb]
[QUOTE=SiberysTranq;51670009]The only balanced game is Traveller, because how can there be imbalance when everything is determined by the dice alone[/QUOTE] I love it when I die during character creation.
[QUOTE=Amakir;51671010]I love it when I die during character creation.[/QUOTE] My character died in a first encounter 12 mins in. DM was nice and kept me alive
[QUOTE=Deathgrunt;51670399]The only way to have pure and truthful dice rolls. [Img_Thumb]https://1d4chan.org/images/6/6c/Vtnl_dice_field.jpg[/Img_Thumb][/QUOTE] In case anyone is wondering what this is, it's from the russian RPG VTNL. The worst RPG in history. Yes, worse than FATAL. It's so strict that there are two pages on the act of [I]literally rolling the dice[/I]. You [I]have[/I] to use this dicefield or your rolls are invalid. Here's a snippit of what you can expect from this game: [quote]An important feature of the game is its rather strict set of rules. To avoid breaking the game balance, several limitations to what the players can do in this game are in place, and actions outside these limitations will probably fail. For example, in this game, when the players visit a store, they cannot steal items from it, or attack the vendor, because the rules of VTNL do not describe such actions. Same goes with dice rolls. This game follows very strict rules for rolling dice, and if they are not followed exactly, the roll doesn't count.[/quote] In case you're wondering where that's from, it's from the introduction. This is his pitch for the game. It only get's worse from here.
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