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>Old thread
How much magic does your BBEG know, DMs?

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My BBEG is the entire aboleth race. They know spells forgotten before the gods were born.

I bet you feel really cool that you came up with forgotten spell knowledge. Your players will probably urge you to turn that into a novel as soon as your campaign is over. I mean the idea of aboleths knowing the first ever spells is just so original and interesting. I know it's right in the Monster Manual entry for them but you take it to a whole 'nother level.

A Death knight is the BBEG I have planned in my home group, so enough to be intimidating and powerful while being physically strong too.

However, party actions could cause much more powerful forces to take over the BBEG role.

>the captain gets blown up by a child suicide bomber
Does this mean the players are the audience, simply watching this happen? Dark encounters are fine but if shit happens and the players don't have agency over it then it won't just be dark and depressing, it will be frustrating as well.

As for lighter encounters, monsters with personality are always cool. My players met an intelligent gelatenous cube that spoke in bubbles once, they didn't fight him since there wasn't a reason to but you can have goofy monsters that still have a reason to fight the party too.

Chill out, he just answered the question. Without going into details practically no BBEG will be unique.

So let's say one of my players is a human, and the other is an elf. One has darkvision, the other doesn't. How should I run this? Should I just assume the both of them have darkvision, or get all nitty gritty about how the elf is taking up most of her time trying to lead the blind and thus forfeits any passive perception or some other realistic rulecrap like that? I'm just curious because, like any DM, I want the game to be fun, but challenging/fair.

Figure out what your players like. The elf leading the blind human makes sense in situations where they need stealth, otherwise, that problem is what torches and stuff are for.

Witch bolt sucks at low levels, but I find great use of it at high level spell slots.

Wait for our Cleric to nail the Guiding bolt, or the Fighter to use Distracting Strike so I can cast with advantage then just burn a quickened level 5 witch-bolt for 5d10 damage, then action for another 5d10 damage and spend the rest of the fight maintaining the damage for the rest of the tough fight. Great for churning down those solo-boss monsters.

The fact that this is even a question just goes to show why no one should play D&D. I mean I'm sorry but this is just pathetic. I don't have to deal with this in my Dungeon World game. If you want to do something, you roll to do it, and if you get 7+ you do it. That's it. That's all there is to it. And that's all the rules you really need. You people seriously derive pleasure from having to keep track of several different players' perception types because the game cannot even come up with a single "Darkvision" ability?

oh I guess I didn't explain, they don't want to use torches to not give themselves away. so yeah, stealth. I feel like the blind human should still have a chance to fuck up and trip or something. I guess I would just secretly roll d100s behind the screen at random intervals.

...

user here and that's like, cool and all, but my friends and I are playing 5e. I'll jump in a DW game when I feel like asking.

How would one go about making Riddick?

dw thread*

Only the initial damage scales. The repeat damage is only 1D10

> when I feel like asking

Well perhaps you should do it sooner rather than later. The longer you spend playing D&D the more it corrupts your brain. Games like 3.5 and 5e have ruined a generation of roleplayers who rely on rules to roleplay. Dungeon World doesn't do that. What Dungeon World does is far superior.

In Dungeon World last week my fighter character wrapped a vampire in a bear hug and wrestled him out a window into the castle moat. That was all resolved with one. simple. roll.

In D&D? If I want to do that I have to first get in a fucking touch attack then roll Athletics or some dumb shit and can you see me getting bored of this already? That's not fun, that's just restriction that you don't need. It inspires people to do their boring old attacks rather than doing something awesome. That's how RPGs should be played; with real roleplaying, not baby 3.5 shit.

I don't understand why DW players are in here. You would think that if their game was so fucking great they would spend more time in their threads talking about it (or playing it) than wasting their time trying to get everyone on a unpopular image board to convert to their system. As if trolling us with you're "obviously better game" is going to eventually make us give in, or convert a new visitor to the threads to jump ship.

tl;dr quit shilling for shit that doesn't need shilling

In that case I'd rule how dark it is. If it's like pitch black, then the human effectivley has the blinded trait (Which would be too rough for long sections, IMO). Otherwise, just forbid him from making any perception checks or be able to notice anything he can't get real close to, and maybe shooting further than 15ft.

but I do this anyway in D&D. yours just decided to make it a part of it's system. if I feel like using a specific rule I'll use it. if I don't I won't.

if I feel like sitting back and making shit up without a single roll at all I will.

or if I feel like using Cypher I'll use Cypher. Same with DW. Same with D&D. Nothing is corrupting my brain here other than you wasting your time bitching in a 5e thread why people bother playing 5e.

it's like tool snobs bitching about craftsman and DeWalt. They both make decent tools, people pick them for their reasons.

Okay, Baitman.

>I want to shut you up
Let's hope I get 7+

Rolled 6, 2 = 8 (2d6)

fug didn't roll.

if they really want to adventure without light, then the human is at a massive disadvantage, and may need light when combat inevitably starts

that, or they use light and the elves darkvision is relatively useless most of the time

watch for long rests (most likely at night) theres always going to be a point in time, even without a campfire, the human is going to realistically be able to see. either first watch, or last

that being said, this is what darkvision the spell is for. someone either needs to fork up money for items/potions, or someone in the party needs to cast it. depending on the party comp, if no one has suggested that... well...

I think Darkvision is a poorly designed racial feature. I got rid of it in my games. I made Darkvision a 1st level spell, though. Can't really believe it's a 2nd level spell in the first place...

as long as your players are okay with this, I see nothing wrong with it.

I think that it would be nifty, as a player, if I could suggest a racial replacement if I was giving up Darkvision. If you did, what would you allow a player to take if you wanted to replace it with something else, instead of just remove it?

5e DM's bestow me with your knowledge and experience: what have you learned to avoid in 5e?

I know you are just some lonely troll, but I find it hilarious that in 5e the same scenario you presented would also just be 1 simple roll. It would just be rolling athletics then walking to the window. Why should we switch to dungeon world if apparently the mechanics are the same, with the main difference being that there are fewer players for dw and they all seem to be retards like you?

the rules

*cough*

no really I feel like trying to literally take the PHB and DMG and MM and try to digest them is a pointless and futile endeavor. Find friends or people who are very chill to play with who are okay with you not "knowing everything in the book." I've had friends ridicule me for not knowing ever rule in the PHB ("B-but you're the DM you should know!" Bitch you didn't even read the damn book I read it 2 fucking times cover to cover.") The books are made to be a reference. You are the DM, you judge as fairly as you can to give your players a fun and interesting experience.

Oh and listen to the people who say use your best ideas first. And soon. Meaning have it happen to the players at the LEAST in the next session. Don't plant or plan things far in advance like some fucking artisan author/painter...9 times out of 10 you're players won't stick around long enough to see one of your grand, manysessionsleadinguptothis climaxes, so, just fucking drop that dragon on that village or whatever you were planning to be a big, cuhrazy moment in the game.

I feel like this image represents a good game; it's like dodgeball, and your players are the kids. Just the DM from the start constantly throwing shit at the players. Except give them some rest in between. That's where you can do roleplay, npcs, drama politics all that shit. Sometimes you'll mix both up but yeah, I think that's pretty good to go on.

oh I forgot to add one more thing...what I mean is, don't try to learn the rules all at once. Eventually they will come to you from experience and playing a lot. Use the books as a reference. I realize now I told you to disregard the rules, but that's not technically what I meant. What I meant was, have fun with it, the rules are a reference and will come to you with time and experience if you really need/want them.

yeah i agree, witch bolt is amazing, when you aren't using the spell as written.

Witchbolt's damage/level only applies on the initial hit, all others are at the 1d12

My reasoning is that the only races that don't get Darkvision are Dragonborns, Halflings and Humans. Of these three, only Halflings can be considered as having very good racials. Human variant's bonus feat is obviously great, but I think it mostly makes for either:
- a stronger early game which is OK since classes already have very different power levels early on (monks and moon druids for instance)
- a more definite/specialized character which is... more than OK in my books. I love when my players really know what they want from their character.

So if you remove Darkvision from the others you're only making Halflings a bit "stronger" comparatively. I know they don't really need it, since they have very strong racial features already including their Ability Score Increase which is solid in a lot of case...

... but I literally never had a player wanting to play this race in 5 years.

So that's my reasoning for not replacing it, but plain removing it. The other races are still more than fine without it.

I don't wanna sound pedantic and I agree with what you said, but I think you'd learn both things from any edition or rulebook with pen & paper RPG. It's just learning to be a decent DM when you're a decent human being already.

In 5e specifically, I've learned to avoid explaining the rules to new players. I show them everything on their character sheet, especially the "having proficiency" part, I answer their questions if any, I explain "advantage / disadvantage" and I start the game.

Usually I add an introduction where I talk about how dangerous the world is, the place of adventuring groups in this world, and that's about it.

Dark Elf Rogue, like the rumored D&D character that inspired him. Probably go Assassin archetype.

Play 4th edition.
Make Brutal Scoundrel Rogue
Done.
Maybe pick up the multiclass feat for Beastmaster down the line

5th edition:
Some clusterfuck Ranger build that dips Barbarian and comes online somewhere around level 16.

>DM wants to run a Dark Sun campaign
>never heard of it
>look it over
>mfw

Damn this setting is depressing as fuck, not really my cup of tea, what do you guys think?

>depressing as fuck
That's not Ravenloft

>play 4th edition

>It's just learning to be a decent DM when you're a decent human being already.

feeling underprepared in the face of being literally an "entertainer" doesn't make me an indecent human being, but I'll assume that's not what you meant.

Depressing setting can be good. It's more on the PCs to be the rare comic relief themselves, and the other stuff "has" to stay serious.

But yeah if it's too dark for you, you should consider saying that to your GM because he should understand 100% that you prefer a sillier approach to gaming. Or rather, I think he'd like to know before you actually ruin his game by being silly in a setting that doesn't really welcome it.

You do realize DW is literally a lazy hack of a good system, right? That Vincent Baker is one of the best game designers there has ever been for lightweight narative games, and by pushing the shitty copy you are doing more damage to the hobby than any D&D player has ever done?

Enjoy your "narative" where instead of making moves one on top of another as intended you are forced to awkwardly ask if you can do one isolated move after another and never roll against other players. Enjoy watered down bonds and broken leveling, boring classes that break the "yes or roll" gameplay of the central mechanic, the only combat system I know that is worse than FFG Star Wars, and keeping broken quadratic casters.

>Usually I add an introduction where I talk about how dangerous the world is

as in, fluff, or, "I'm not going to hold your hand in this world" kind of explanation?

Asking again:

Are there any GOOD homebrew level 11-20 continuations of the mystic?

The "Psionic Handbook 0.7" from Reddit is full of questionable balance.

TG, I've got to think carefully about how to start Out of the Abyss with a large party (7) of higher (7th) level players.

The default 'captured by the drow' start works for levels 1's, but not these guys from Phandelver. How do I bridge the gap between the two adventures?

The group is keen to go to Menzoberranan because the first time player (a drow), seems to be woefully overestimating the reception he and his party would receive their. Another player has a bateau directing him to seek out and destroy tan arrive, so getting them pointed in the right direction isn't a problem. It's the capture bit.

So, tl dr version, how do I handle PCS capture by the drow that is required by the start of Out of the abyss when the PCs are coming from elsewhere, and are strong in a fight?

Think of it as savage and full of reasons to adventure instead

What I meant was: when you're a decent human being, being a good GM is easier. Learning to GM means learning to let go of the rules, and making awesome sessions instead of going for "manysessionsleadinguptothis climaxes".

If you're a decent human being that's 80% of what you have to learn.
If you're not, you'll also have to learn not to be a dick, not to drag your players in your magical realm, not to abuse your players and their characters, etc.

So that was kind of a compliment actually.

bro it's fucking fallout/mad max d&d edition

witnessme

>If you're a decent human being that's 80% of what you have to learn.
If you're not, you'll also have to learn not to be a dick, not to drag your players in your magical realm, not to abuse your players and their characters, etc.

I don't have any of these problems, but I do enjoy roguelikes. And have a tiny soft spot for OSR, but not full OSR, not yet anyway, so I like to make things challenging. But I also try to measure what the players like and put it in. I pick up on things they like or enjoy very well and find ways to incorporate those things more in my games. Thanks for the compliment though.

...

Ok, so you know how there's demons or something that attack the camp and provide a good distraction to escape? That's the role your players now have. They are to rescue captives from a drow camp. There may or may not be a demon attack at the same time, depending. Or skip some other part of the start of the adventure, as necessary. You can adjust the encounters a little up or down in difficulty, I assume, so it's just a question of where the narrative links in best. They're kind of heroes already so make them act it.

I haven't actually read the adventure.

>Play a competent cinematic martial character in a system where player characters are universally competent from the start and where cinematic stunts are fast and easy to adjudicate.

>Try to play a competent cinematic martial character in 3.95 where everyone starts off as a turnip farmer and where the rules are deliberately set up to preclude 80% of what that character does .

Right tool for the right job.

Buff the drow. By default there are CR6 drow, and you can make assassins in their ranks. Buff the cleric leading the camp to CR10-12.

That's a great piece of advice, I'll go back to the source material and see if I can use it. Thanks

lm playing first halfling after three or so years of dnd-ing and holy shit is it a good time. The others in my group seem rather wary of the small races while one just outright despises them just because. And honestly the one downside to the race can even carry along a few upsides with it, so being small really hasn't been an issue.

Also we have at least one guy who realllly likes his power trips and minmaxing so it balances out his need for at least 7'9" preferably taller characters.

Well fuck me, time for my sorcerer to commit sodoku.

Salt lake city. Don't you have a dick to take?

This isn't pfg, you're trolling the wrong thread.

A bit of both! I want them to understand why people use mercenaries so much, why adventurers are so important to the common folk, etc.
But I also want them to understand that sometimes they'll have to consider running. If I know the newbie is a gamer, I might insist that it's not a hack'n'slash type of RPG. Each creature, especially in 5e, can be pretty fucking dangerous.

But to be honest I do a bit of hand holding at the beginning. My first session with a newbie is usually a tutorial where they can do a bit of roleplaying and see that the NPC mostly don't bite, that nobody at the table is making fun of them when they have to talk in character... and how to fight.
And after that I'll give them advices on what they can do, and I might agree with a "redo" if they misunderstood a spell, for instance.

The only time I've really needed to be tough was when I had 7 players. Three of them offed themselves (I mean, made some very questionable decisions) in one dungeon. I told them beforehand that it was going to be tough since I think that's how dungeons should be. It was a very fun and climactic session!

well the list for the nighthags so...those spells. Plus a magical item or two. She does the plane shift so I'm waiting for either the sorcerer or the warlock to pick that spell or go for an item to catch her.

well that's satisfying and good advice

If you go with them being there to rescue someone, the important things to answer is why that NPC, and why these heroes. For example, maybe they need to get into the Duergar city, and they want a guide. Maybe there's a collapse, dungeon sinkhole, or magical accident that lands them lost in the Underdark and they have the opportunity to spring some native guides or search for a way out on their own.

Players escorted a priest to a newly built temple of selune for high level spell services, they succeed in their quest, but one of the players decides to patrol the premises while the others rest for the followup job the next day, the priest is murdered later however. The patrolling PC is implicated as he was found on the scene, naked and hurt, with a bloody weapon, basically an orgy of evidence he willingly gets apprehended by paladins to be interrogated, theother players are also asked to undergo interrogation under zone of truth since they were in the same escort party, they all agree, and they're asked questions about his character and the time they've adventured with him

>They manage to avoid incriminating themselves and each other
>all agree on him being about as stealthy as an elephant, even outside of his armor
>tell their story of toppling a corrupt government led by moon-rats, aswell as their man-suits and secret base on what they think is the moon(it's this whole NWO type thing), aswell as what they fought there, with some keywords actually relevant to selune
>His own defense more or less boils down to that he'd been able to kill the guy better because, and I quote "I'm fucking great at killing stuff, i do it all the time"
>They figure out that he couldn't possibly have had the murder weapon at the time of the murder, though they're also ~90% sure he's a wererat(he is) due to the other's testimony.
>He's informed that other wererats probably wants to see him dead now, end session

>My face the entire time as they spill their beans to the increasingly confused paladins

>How much magic does your BBEG know, DMs?

None, really. He's highly intelligent and knows arcane theory, but mechanically he's just a very competent warrior.
This doesn't matter all that much; he's not at all easy to kill in face to face combat, and more to the point he's even better at avoiding combat all together and working through cat's paws and proxies.

One of the less imaginative and intelligent members of our group thinks it's weird that he won't just stand up and fight them directly like some Diablo boss.

> you're

* your

And our game IS that fucking great but unfortunately Veeky Forums has been very intolerant of Dungeon World and has trolled / saged most of our threads into oblivion, solely because of the uncomfortable truth that yes, it is in fact superior to D&D in every possible way.

...

Even one the creators,adam koebel, is fucking bored to tears with the game.

source on that?

Have the elf scout and cast light or otherwise light up targets for the human. Done.

You could also give the human some easier to use almost-mundane equipment, like arrows that shine Light once they've impacted a target.

I get the distinct impression this is a guy who doesn't even particularly like dungeon world trying to start shit

youtube.com/watch?v=VhNp_mA5ltA

Which of the many artisan's tools have you actually seen used in a game?

Does anyone have the list of how many monster abilities affect each save?

.......go on.

In detail, if possible.

One of my players is a Dwarf Death Cleric. His god is the collective unsatisfied grudges of all Dwarfs.

He regularly engraves little stone tablets that he hooks onto his chainmail, each describing a debt, blood oath, or minor bitching.

I hope you cherish this little fucker

He said it on one of the countless streams he's done.

I'd hope someone made a list like they did for resistances/immunities.

I imagine it'd be roughly wis>dex>con>str>cha>int anyway

Nothing beyond the powers they were cursed with. Except for one guy who thinks that there's no magic involved in zapping things with lightning until they get up and walk around.

And he goes about settling the drudges?

I remember seeing it on here, but didn't save it. I think that's how it goes but I'm thinking of what is best to dump of Cha, Int and Str when you don't rely on any of them, and this could matter.

I love him, and I'm keeping him.

Yes, but it's a never-ending task. Generally fulfilling one means opening at least 2 others.

What is tg view on dual welding Crossbow? I understand you need the feat would you allow it?

> a bloo bloo anything that doesn't let me seduce le orc guard captain to receieve buttfucking on a natural 20 is too grimdark for me wahhhh

It's literally pointless.

How can I help my player become more invested in his own character?

dumb and a bit gamey, just use a heavy xbow

Generally I think people think it's stupid in fluff but as long as it's all you do it's not mechanically OP. Now, if you do the shit where you do 4 attacks with a heavy Xbow, action surge for 3 more, then drop it and equip hand xbows to take a shot and then bonus action attack, that's never going to even be considered. That wouldn't actually work because of interactions but I've seen that kind of shit and it's just pointless.

...

>would you allow it
Normally, no--you'd have to actually load the bolt in somehow and you can't do that when both your hands are occupied.

If I learned a player wanted to do that (and they weren't likely to then try and horribly abuse it) I'd try and discretely introduce a magic item to justify it without making it too obvious I was catering to his taste--gotta preserve the wonder of finding it, after all. Or I might have them meet a tinkerer who they could spend downtime with developing a less magical solution.

My cleric of Lathander often paints the various scenes of life that lay before him such as the party around a campfire in the winter, festivities at a tavern, or some big special tree in a park in some city. He usually then donates them away to whoever it may concern, like the tavern keeper or bloke who runs the park.

Playing in a consistent world with rules allows everybody to be on the same page in regards to how the world works then allows them to make complete in character decisions which lead to good roleplaying.

Game like Dungeon World are arbitrary, random and inconsistent and therefore play like a choose your own adventure book where you hope the DM who you have to beg lots to do anything likes you since he can just decide your characters arm gets ripped off whenever he wants. Therefore there's no incentive to roleplay as every choice is arbitrarily the same as any other choice and there's no incentive.

So leaning ok, but be measure about it

thanks Veeky Forums you the best!

I ask this mainly because I it seem like something cool fluff wise but I wasnt sure how it all worked out or the generally view of it

well does he have a character plot or a goal ? Context would help

Mechanically speaking, there's nothing wrong with it. If a player wanted it, I'd allow it as long as they included in their backstory that some gnome tinkerer made them a reloading mechanism that has a small chance to break on a natural 1.

It shouldn't be impossible, but a superior option is a feat away. Unless you're going to make a whole new gimmick I wouldn't bother at all.

Back in the first days of 5e, an user called "chartanon" posted a bunch of damage comparisons, does anyone have them saved? I can only find a handful here and there.

He's a scholar looking to become a dragon, and carries a locked book around with him. He likes reading and is very noble.

He saying he's struggling to find a feel for the character

but I want to make sure, it is every attack you make 2 shots so a total of 4 shots with extra attack

Nope! You make one attack as a bonus action, when you take the Attack action. You only get one Bonus Action, when a feature allows you to take one.

So, for example, a level 5 fighter gets two attacks with their Attack action, and one attack with a Bonus action.

has the main quest have no relation to his personal quest? I had similar issue when I made a sorc but by quest related rolls int based

I guessed you made NPCs / Items for him to collect during the game?

what about an NPC that had a similar goal and is constantly lies to PC to lead him the wrong way or a magic book with a dragon soul that guide to Dragonic related shit whether it is writing or item etc etc

so as 2x hand crossbow it is
2 shot from attack action from main hand
1 shot from bonus action from off hand

With your house rule allowing so, yes.

We're pretty early on, and everyone has their various side quests I'll eventually add in - I'm just trying to help him get engaged sooner rather than later.

Okay guys how do you make a map for your sessions?

I usually draw it out on graph paper in pen, and use pencil for the characters and enemies. I like it because I can do kind of an isometric, 3d layout, which I think helps with strategy.

My friend uses a white board and dry-erase, but I'm not as big a fan, since I can't use a grid as easily.