/5eg/ D&D 5E General

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>Pastebin with homebrew list, resources and so on:
pastebin.com/X1TFNxck

When is Player on Player murder acceptable?

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>When is Player on Player murder acceptable?
>Player on Player
You did this on purpose

Also it depends. I personally don't allow it in any of my games. If you want to play against each other, we'll play a different game, but right now we're playing a co-operative storytelling game. So CO-OPERATE.

Yeah so I killed my fellow Rogue because he was sort of annoying and I thought we had to kill him to do a resurrection magic thing which it turns out we didn't. he's pretty mad and wants to kill us all , but he's dead, but we are planning on resurrecting him.

Whoo....what? Explain what happened to me.

So because of reasons my group's halfling ranger now has a human sized puppet. one which he'll be able to pilot like a mech for 1 hour/day, i do have some ideas as to the functions but suggestions would be welcome

>It's Medium size will let him use heavy weapons w/o disadvantage
>will act as a health buffer, though when the buffer is gone it will cease functioning and the halfling will need to spend a full round or so getting out of it.
>might possibly take damage while inside but give him resistance vs damage types to balance it's own health out
>Possibly have it's own physical stats/slots overriding his own

right but what if we thought that by killing him we'd be making him a demigod and got that wrong.

Oh if the players are just being retarded and killing each other out of sincere idiocy, that's different. I've had plenty of PCs die to plans and actions of other PCs that were "completely foolproof."
It's unco-operative assholes who legitimately think that "It's what my character would do!" is an excuse to do whatever you want that annoy me.

Well like I thought the plan was to kill this guy and then bring him back. He wouldn't agree but I thought he was just RP'ing so I'm like, fuck this guy, I don't even like him, shot the shit out of him. Seems like he might be dead but we can resurrect at this level. So, like... I don't know why he yelled at me and told me to get the fuck out of his house, I thought it was fun.

"Get in the fucking robot, Frodo"

"Fuck off Samwise."

Stupid newbie question - why is there no "Mage" class in DnD? Is there some kind of lore preventing 'mage' from being a class distinct from sorc/wiz/etc, or is it more a mechanical issue (eg: they couldn't think up a compelling mechanic for another caster). I know mage is sort of a generic catchall term for spellcasters (ex: mage armor) but I'm curious why it was never spun into a distinct class in recent editions. Also, i'm asking because good homebrew names are hard to come by.

Because mage used to be the name for the overlapping category that included arcane casters other than bard (who was historically a rogue class)

why is strahd such a shit wizard

It's explained in his old lore. He's meant to be a relatively shitty wizard even for his level.

y tho

He wasn't a Necro before becoming a vampire, he was actually probably just a relatively high level fighter.

The wizard thing was a poisonous gift from the mists.

Solely when all parties involved agree with the potential consequences.

Good ol' manslaughter is always open, though.

When one of the players is being an absolute moron that is going to destroy the party unless stopped.

My parties Sorcerer wanted to kill the Rogue, because he was an irrational idiot who murdered everyone, regardless of whether they surrendered or even posed a threat.

But then he got eaten by a dragon so everything worked out just fine.

When one party turns down the other for a date.

Out of the Abyss or Princes of the Apocalypse?

>When is Player on Player murder acceptable?

When it makes sense for the characters to oppose each other.

when the group wants it to be

Princes of the Apocalypse

Where's the actual link to the list of /5eg/ approved homebrew stuff? I haven't been able to find it in the pastebin for months.
The only mention of homebrew stuff on there is for the resources, but I want the actual content other users have made.

But DM, the wizard keeps stealing things from me and going invisible

That's when the DM punishes the player. Players should not fight each other unless one is putting the life of another is extreme danger.

homebrew is for gays

Out of the abyss. Once you get past the eternal darkness it's really fun imo.

>/5eg/ approved homebrew

/5eg/ has approved any homebrew? I thought these threads considered 5e impossible to homebrew because 'muh redundancy'

Hey friends i'm a 3rd level wood elf assassin rogue who just hit 4, should i bump dex to 20, take alert or take dual wielder

help!

It also must be said that ultimately he's not very motivated to study his ass off and become a powerful Wizard, since he only has access to knowledge already in Barovia (which he cannot leave) and as powerful as he gets he's still fucking stuck and not going anywhere at all, as vastly more powerful casters have tried to escape Ravenloft and failed.

Literally says
>Pastebin with homebrew list, resources and so on:

I remember there was a homebrew list at one point. I downloaded it and went though some amazingly huge list of spells. Thought I'd give it another read.

Are you proposing a trade for homebrew for homo sex?

Fun fact: there WAS a "mage" class during the playtest, and the wizard, sorcerer and warlock were all subclasses of it.

The article talking about this seems to have been scoured from the web, but their original intention was to have four overarching class groups like in 2e - the mage, warrior, priest and "trickster" (the new term for roguish classes), but the approach was abandoned. Still, there were a few iterations of the playtest where the mage was a real thing.

...

> Unsubstantiated rumour
> They SCOURED it from the internet, I tell ya

The closest to it actually ever being a thing was the Bard originally being a half-caster version of Rogue, which eventually got canned for the final full caster version for unfathomable reasons (probably to avoid it being Ranger 2)

I was thinking about the gestalt thing someone mentioned the other day here:
This seems like a really cool way to make villain NPCs without always just making them higher levels than the party and keep their health fairly under control. Each one would feel really unique too.

I say "scoured from the web" because it seems to have removed from both the WotC site and WebArchive. If you think I'm lying about it, for some reason, you can still find blog and forum posts discussing the article, such as this: enworld.org/forum/content.php?1284-D-D-Next-Warriors-Mages-Priests-and-Tricksters-Traps-in-13TH-AGE-plus-a-2014-Calendar-from-Kobold-Press!

The Ghost in the Machine seemed cool, but after research I realised it was for modern settings -_-
Is there a way to build a debuff warlock?

Are there any class features that you never get the chance to use or simply don't ever want to use? Are they usually small, simple features or have you ever had it happen with one of the important and defining features of the class?

...

Some people in my group are having a disagreement over the spell Levitate.

So it says you can move something vertically "up to 20 feet."
Is that the initial max height or is it the overall maximum height you can raise someone?
Because it also says "you can chage the target's altitude by up to 20 feet in either direction [up or down] on your turn"

Alert nigga.

Jesus fucking christ, read the spell. It explicitly says that they can keep going up to the range of the spell (one of the few concentration spells to do anything like this).

Did all of you read the first sentence and then stop? If you did, I am going to do you another favor and let you know that even if you levitate someone and stop concentrating it will never do any damage
>When the spell ends, the target floats gently to the ground if it is still aloft.

Yeah I assume you're talking about this line
>Otherwise, you can use your action to move the target, which must remain within the spelI's range.
This was part of the argument as well, actually. You could just say yes or no instead of acting like a faggot.

>They must remain within the spells range
can and likely does mean something incredibly different from
>can keep going up to the range of the spell

Why? Because the only part of the spell that says that is when it is talking about moving a target other than yourself. There's then seemingly no restriction about the height of levitating yourself, which is fine, I guess. But it seems more like that line is saying if you want to change the height of your target using your action, they still need to be within 60 feet of you.

Having an idea for some variant rules here, what do you guys think? A weapon's "strike rate" is determined by its weight; strike rate is the number of strikes a proficient wielder can make per Attack (eg: strike rate applies to Attack, Extra Attacks, Bonus Action Attacks, etc.). This would encourage variance in weapon choice, where, as it stands, players use either greatswords, greataxes, halberds, rapiers, shortswords, daggers, bows, or crossbows, ignoring many of the other options. Of course this is just a preliminary idea and needs work. Additionally, additional features and modifications to damage dice would need to be considered to balance the options. See below for Strike Rate formula.

Strike Rate = | ( 4 / Weight(lbs) ) |

Example weights, with *(asterik) indicating that I've modified it:
>club: 2lb -> (4/2) = 2
>dagger: 1lb -> (4/1) = 4
>greatclub: *8lb -> (4/8) = 0.5
>greatsword: *10lb -> (4/10) = 0.4
>shortsword: 2lb -> (4/2) = 2

You are fucking retarded. Levitation is not a hard spell to understand. Read the whole thing. This may be difficult for you to understand, but read THE WHOLE DAMN SPELL.

Important cliff notes for you.

>You can change the target’s
alttude by up to 20 feet in either directon on your turn.

>If you are the target, you can move up or
down as part of your move. Otherwise, you can use your acton to move the target, which must remain within the spell’s range.

If those 3 sentences don't answer your question you should abandon the hobby.

Fair enough. Which adventure book is your favorite then, if I may ask?

Why so hostile, friendo?
I have read the whole spell, and if you're curious I'm on the side of the height not being limited.
Literally the only part people at the table getting hung up about is the "up to 20 feet." Which is what it says at the beginning of the spell.
So I'm assuming that's just the initial max height. Which you can increase past that initial limit by taking further movement/actions.
Others, however, were saying "no no no, it says up to 20 feet. You shouldn't be able to go higher than that, you're just levitating off the ground, not flying up high!"
Other reasons they were giving included those previously mentioned.
I simply wanted input as to the proper interpretation of this reading. But you seem keen on acting like a smug asshole.

There is a variant rule regarding the weight of the equipment affecting initiative, but number of attacks? That's gonna break so many things

Its because you are retarded and I have answered your question multiple times. the target can be up to 60 ft away from you.

I understood you answered the question. I'm not denying that. I just think you're a massive faggot that must've dumped cha.

Gonna start asking really basic questions every day just to take the piss on sperglords like you. Fucking hilarious.

Everybody dumps something m8, think I'm better off for not dumping int like you though.

What if I didn't take an 8 and just went with a more mediocre set of stats besides the 14-15 ones

Stonecunning for my dorf. When is a DM gonna incorporate the architectural methods of a dungeon encounter?

What was the general thought on Curse of Stradh? Good?

I'm playing a pal2/sorc right now and am just about to get access to 2nd level sorcerer spells. Doing the gish route with GFB and thinking of picking up alter self and misty step, is there something that would be better for a gish or other must haves?

Playing curse of strahd if it matters.

Best module so far

I'm thinking about making mutliclassing more restrictive. In lieu of simple stat requirements, a character would have to express interest in the class before being able to do it. For example, a sorcerer would have to go out of his way to research a potential patron, a fighter would need to visit a great library and read up on arcane theory, or a wizard would need to ask his ranger buddy for some pointers.

Is this a good idea?

That's just basic DMing.

That's how multiclassing already works, though a player that plans to multiclass usually justifies it with background/backstory

Only exception is warlock, a patron contacts the potential warlock, not the other way around

And sorcerers are born, not made

Seeking a patron can be an adventure in itself desu.

I've noticed this thread gets pissy sometimes over things like that and greatly suspect my players would do the same. Just wanted to double check that it's worth arguing for and not an outright stupid idea.

Only caveat is that I wouldn't tell my players about it, because I know they'd just throw in a line about "oh and I also do X so I can be Y class later on ;^)"

All but one of my players either come up with literal two word backstories or don't adhere to them while playing, so the only way they'd be able to justify it is while actively playing their character.

Not saying it couldn't be done, just not the usual setup as I understand it

Oh if your players are rollplayers the only thing you will do is piss them off, don't do it

Adding to this, any pointers on it? Like are there any interesting encounters, bullshit encounters or something like that? I just need something to tell my group about and get them hooked

How do I do none combat encounters with monsters? I'm running a campaign set in a desert and I plan on having the party run through an area with a massive sandworm. How would I handle the sequence of them riding around dodging it as it bursts out of the sand?

>There is a variant rule regarding the weight of the equipment affecting initiative

what did he mean by this?

Speed Factor in the DMG. It also takes into account creature size and has you roll initiative again at the beginning of each round.

It's... complicated.

Change "worm" to "storm"

What if the sandworm's movement created sandstorms?

Chase rules in the DMG

What if the sandstorm's movement created sandworms?

That's not a bad idea. A magical sandstorm that creates infinite sandworms and the only way to defeat it is to somehow clear out the storm.

FUCKING SAVAGE.

Running CoS for a group of 4. 2 of them survived Death House. I want to allow something like the Adventurer's League Dark Gifts option for them. Has anyone else brewed up some different Gifts, or is there another list from AL somewhere? I know I've heard something before about someone's mouth being magically sewn shut, such that they can rupture the stitches and speak for a round for an HP cost. I'd probably pair it with the ability to go by without food or drink, since there is supposed to be an upside. Perhaps a monstrous claw on one hand, that provides a detriment to certain dextrous tasks but can be used as a weapon? Superior Darkvision and Sunlight Sensitivity, perhaps? Although that last one might be no good, since the sun in Barovia is dimmed by Strahd's will.

What if the party walks without rhythm and thus fails to attract the worm?

I translated the original dark powers rules and posted them a while ago, let me get my laptop and I'll put them up

...

Here they are


These are nice too

Some of these are good. I like the idea of the scars-cast-as-spells especially, but I want to find an upside to each as well as a downside, so I'll need to find a passive negative for that.
Some of these are also very useful. And they reminded me to check the old Tiefling trait tables for further inspiration.

Thanks, senpai.

The DM should tell them not to be shocked by the tone of his voice.

Anyone have a line on DM's Guild content for Out of the Abyss?

When the villain is going up against a party, keeping their health "under control" usually means giving them a lot more health than a PC build. Neat otherwise.

And here are the custom terror tracks for the party I'm currently hosting in CoS

Princes of the Apocalypse.
Underdark sucks.

So I just TPK'd a party because they continued with exploring the castle after alerting a pack of hobgoblins in another part of the castle and then got themselves caught between two groups of enemies.

Why are players so fucking stupid?

I'm allowing it since they're all playing evil characters for this campaign.
Usually just ends in knockouts or having to roll death saves.

Sometimes players have a hard time grasping how dangerous a situation can be. Just because you killed a lot of goblins and hobgoblin before does not mean you can just blitz their fortress and expect no problem or threat.

Are they new? Are they expecting the game to run on videogame logic where everything will be scaled and tailored to always present a preset amount of challenge/danger?

Yeah, they are a bit new. I told them the game won't just run on a room-by-room basis like in video games, and that intelligent monsters do alert each other and then gang up on the threat. Then they decide it's a good idea to go explore unknown territory instead of dealing with a known threat. Where's the logic in that?

They even met a group of hobgoblins before and were kind of amazed how much damage they dealt with martial advantage, to which I told "yeah, they're dangerous in groups". And then they go and alert half of the castle, and instead of containing the problem they go and alert the other half. I don't even.

Being told and being shown are very different things. They nodded and said yes of course they understand, and then ran in and all got killed. Next time around they'll know that enemies are smart and independent, not room-by-room set pieces.

how heavily do you rely on the 5 room dungeon, 5eg?

for those who don't know, the five rooms are
Guardian/Entrance
RP/Puzzle
Trap/Setback
Combat/Boss encounter
Loot/Plot/Twist

I just sorta wing dungeon creation depending on what I need and what is reasonable.

see this is my first instinct, but i second guess myself because i feel like i end up making it too video gamey. also as soon as I settle on a multi-session lengthy dungeon i just wind up getting bored of it

Me and my players are brand new to d&d and are currently flying through LMoP. We all rely quite heavily on maps and struggle (so far) with theatre of the mind. What would Veeky Forums recommend to follow on from LMoP with that in mind? I'm thinking CoS but I'd quite like to stay in Faerûn for a bit, maybe even dropping CoS in to the middle of a different module, just to fuck them up a bit.

Are any of the other 5e modules as good as LMoP in terms of playable maps?

You are to get a lot of recommendations for Princes of the Apocalypse. Mostly because it is the only one that fits your criteria that is not complete ass.

I'd suggest going with CoS still. I don't think your group would like OotA much, since it's a lot less map focused (there are a lot of random traveling encounters that you would have to draw up from scratch. There are detailed maps for dungeons and cities and such though.) and the rest I have heard mixed but generally poor reviews on.

I'm curious what poor reviews you have heard about PotA.