anime, particularly faggot shit like monster hunter, is fucking gay and has no place in D&D
Caleb Young
D&D is a shitty system.
Elijah Sullivan
FPBP
Mason Gomez
...
Matthew Davis
then don't go to a d&d thread?
Gabriel Morales
>Not playing Wuxia and giving bonuses to people with anime tokens.
Jose Rivera
Thread off to a great start I see.
Sebastian Long
How does magic work in your game, /5eg/?
Benjamin Williams
>faggot shit like hunting down fighting big scaly monsters with a sword and looting them has no place in D&D ok sure, hey what's the second D for again?
Owen Morris
Dragqueens.
Dylan Wilson
>fanservice shit
Jeremiah Kelly
user, I feel like you don't get a lot of love in your life and that makes me sad. If I can give you some solace that somewhere someone in the world cares for you and wants you to be a happier person no matter what you think about them or their interest, that would be great. I'd give you a hug if I could, but sadly there is no way to pass one through the internet. So the best I can do is tell you good luck and keep your chin up.
Carson Anderson
One of my friends tried to aim an arrow to shoot into the locking mechanism of an animal cage, to prevent it from opening. I gave him inspiration for it.
Juan Cook
At first I thought it was some forced fanservice shit but the more I read the more I liked it...
Ayden Miller
When did your retard wrangles know you were loose?
Brandon Hill
He succeeded. Rule of cool is much better than strictly RAW.
Jace Miller
are you serious? without even a super hard check? the game is gonna get pretty trivial if you allow something to auto succeed as long as it's ridiculous and unlikely but cool; anyone can say they want to do something ridiculously contrived that might have the intended result but they should actually have to do it
Jose Mitchell
Kind of makes sense-channeling large quantities of energy through your body gives off heat. Trying to wear heavy armor is going to make that heat very difficult to bear.
Robert Hill
>It's a I'm not shitting up the thread by reeing about badwrongfun they just are badwrongfun and shouldn't post or play D&D episode
Joshua Brooks
fpbp
Asher Harris
Personally I don't mind rule of cool used here and there. It's when every other thing someone does is rule of cooled that it becomes less a reward and more of a standard.
Parker Thomas
running around swinging a sword twice the size of you is what is retarded
Austin Richardson
Might be nice if someone reported this moron for spamming. Just saying.
Lincoln Nguyen
So for Christmas I'm getting myself the 5e Starter Kit and the Player's Handbook. I've played a handful of Pathfinder oneshots online and have started the Enemy Within Warhammer Campaign as a player with one of my irl friends DMing so I don't have much RPG experience but I am planning to read up on more of the rules once my player's guide and starter set arrive and have watched some simple videos online detailing basic DMing principles and rules. I am planning to try out the adventure that comes with the starter set (Lost Mines of Phandelver iirc) with a few friends who have never played an RPG of their lives after my shit comes in the mail. Any tips on running that adventure and/or explaining and beginning to play D&D with a group of newfags?
Parker Butler
Nah, he succeeded against the check with a high enough roll. Where did you get the impression he autosuceeded? I didn't make him autosucceed, the game'll pointless without dice rolling in some parts.
Kevin Davis
I've run LMoP about 5 times now,I can try to give you a rundown when I'm home in 15 minutes.
Dylan Hughes
1) runon sentences hurt my brain 2) man, just tell your bros that its all for fun and make sure they remember its a cooperative storytelling game, the goal isn't to "win"
Robert Nguyen
>someone disagrees with me HURRRRR REPORT THEM
Jaxon Mitchell
Not him but you are being a cunt and spamming about anime and how it's bad and doesn't belong in D&D m8.
Lincoln Richardson
>One of the PCs is a bastard looking for his father >Suddenly realize that if one of the villains turns out to be his father, it would be great >For example, he would have killed both of his brothers My best ideas always come to me mid-campaign.
Cameron Richardson
Father part I can get but don't be a dick and make it a "haha you were killing the family you searched so long for!"
Austin Turner
He's looking for his father to kill him.
Adrian Wright
Well, not kill, more like beat the shit out of for being a deadbeat dad.
Adrian Ross
Depends on the class.
Bards for example know bits and pieces of the language of creation that the gods used in the construction of the world and because of this can create sentences and rhymes that affect the world around them. Unfortunately it sometimes can slip out in normal conversation when they don't mean it to.
Dylan Green
Sure. Would like to know kinda what it's like. Also wondering if I should let them create their own characters or just let them choose from the premade. They'll only be 4 people.
Benjamin Anderson
>twice More like 20 times really.
Brayden Richardson
Depends on the class.
Bards for example know bits and pieces of the language of creation that the gods used in the construction of the world and because of this can create sentences and rhymes that affect the world around them. Unfortunately it sometimes can slip out in normal conversation when they don't mean it to.
Nolan Price
In an adventure I'm working on for my group, an organization is slowly brainwashing a town with a new type of drink infused with enchantment magic. The main tavern has a large storeroom where they keep the casks of beverages bought from the organization. What hints could I put in the storeroom that something about these drinks is off?
Lincoln Rodriguez
They are labeled as beer, but don't smell like beer at all.
Caleb Russell
That changes nothing about what I said, I'm all for the "your dad was the villian all along" just not the "oh btw he had other kids and you killed your brothers"
Carter Walker
Alright as promised I will only post this in a single condensed picture as to avoid spamming the thread. I made some adjustments what do you guys think?
Gabriel Martinez
Suspiciously large amount of dead rodents laying around
Aiden Smith
Nah, not really. It is pretty good in what it claims to do. The thing is, lot of people use it for things they shouldn't and since it is most popular RPG ever, it is 'default' system for most people - even for a lot of people who would rather play something else (if they were able to find like-minded group).
Luis Bennett
All barrels are labeled with strange chalk markings. Literally nothing else is labeled this way.
Cameron Gutierrez
A character sees a hooded figure in the alley next to the tavern handing over suspiciously marked kegs to the patron/someone who works at the tavern and watch the patron/person who works at the tavern put them in the back room.
Kevin Lewis
>I prefer using RAW and RAI. Caster have much more options to creatively use their abilities and they already have much greater utility and versatility.
>How to make marials less boring More RP. Seriously - if you are not actively engaging the mechanics of the system, it's imbalances won't come out. I think this is approach developers has taken as well and said 'fuck it' to trying to perfectly balance system - because that is probably impossible.
Elijah Lee
my players are on the cust of finishing the lost mines and I'm gonna send them into the hoard of the dragon queen next. I found a site that suggests starting with chapter 4, and one that suggests chapter 5. chapter 5 I like because waterdeep isn't far from phandelin. so far i have an idea that sildar and/or daran have heard from their factions about what the cult is up to, and to go investigate in Waterdeep. not 100% sure if/how to include the monk Leosin and the paladin Ontharr. maybe i can move that encounter from Eturel to Waterdeep. also, janma is easy enough, the characters can meet her when they sign up to guard the supply train.
apart from that the only stuff from the first few episodes looks to be of any importance is the eggs and Cyanwrath. i guess i could have the monk dude have already dealt with the eggs, or i can just leave them there and have the hatchlings show up later, idk.
Josiah Edwards
Alright, I'll do my best to answer your questions.
To start, if you want some good media to listen to in terms of getting in the GM headspace, I recommend Matthew Colville on YouTube. He's got some really good primers on the game in general, and some nice tips on GMing. He recommends using rolled stats though, which I would advise against. Here's a link to a video series I think is for the most part useful: youtube.com/watch?v=zTD2RZz6mlo&list=PLlUk42GiU2guNzWBzxn7hs8MaV7ELLCP_&index=2 (sorry, the guy can be kind of annoying, but the content is mostly sound).
Another thing I recommend doing is listening to the first few episodes of The Adventure Zone: it's a podcast where three brothers play D&D for the first time, and I think it does a great job of capturing the feel of the game (plus, it's funny as shit. They get a little bit loose with the rules though, which is fine in moderation).
Tips for explaining to your friends/getting them started: make sure they know that D&D is a co-operative game. It's not about you, it's about the team. Play your character, but remember that your character is part of a team. Would Legolas steal money from Aragorn's backpack? Would Chewie stab Han in the back? No.
In terms of explaining how to actually play, my general approach is presenting the following formula: 1.) Describe what your character does, or wants to do. 2.) If failing the task would have bad consequences, you have to make a roll to see if you succeed. 3.) As much as you can, act in character, but don't feel like you have to be a slave to what you have written down.
If your players are still unsure of what exactly to do, or how things work, that's okay! Most of the learning in D&D takes place while you play, and that's part of the fun.
Next, I'll give some general GM advice.
Evan Brown
Wizards study and affect the world around them by manipulating the weave from a precise and scientific standpoint. Sorcerers innately have this ability and can simply do but it is not as precise as the above. Bards, wether they realize it or not, do so through the power of song and story plucking at the threads to create the effects they desire. Rangers grow close to the nature around them over time, eventually being able to produce some results even if they don't 100% understand how. Druid are somewhat the same but focus more into connecting with nature purposefully and use rituals and the like to help them tap into the weave until they are familiar enough to do more. Paladins use their force of personality, will, their convictions and beliefs in their Oaths as a way to impose their own will on to the weave.
Joshua Stewart
>Rule of cool is much better than strictly RAW i interpeted this as you let him do it rather than using the RAW to make it a difficult check but clearly i was wrong, apologies. the way you did it is totally correct
Nolan Mitchell
No worries, I should have made it clearer that the rule of cool also meant succeeding on a dice roll and shouldn't just happen. My mistake.
James Butler
For the Kensai monk would Dart be the best choice for ranged weapon?
Jacob Moore
Is there any worthwhile spells in Xanathar’s for a level 8 fire dragon sorc? I’m already a haste bot
Grayson Sanchez
Is it just me or is The Cavalier straight better than the Battle Master?
Zachary Bell
Contd. from Now for some general GM advice: 1.) Avoid saying flat, unconditional "no"s. Being shut down doesn't feel good, and it also can grind the game to a halt as you debate back and forth over why or why not. Better responses are things like "yes, and," "yes, but," or "no, but." They might not be able to do the thing they want to do, but giving them alternate or modified options keeps things moving, and saying yes to things you didn't think of can lead to unexpected fun and opportunities!
2.) Don't be a slave to your notes/the written adventure. Sometimes, your players will do things that your notes don't account for, or you'll want to change things about your adventure on the fly. This is good! Pre-written adventures are good guidelines, but don't treat them as gospel on how to run a good adventure. At the same time, you should let your players know that their focus should be on generally following the adventure: going 90 degrees off the road and doing something completely random *sounds* fun, but it really isn't in the long term.
3.) Don't obsess over learning every inch of the rules, or even following them all of the time. A lot of the most fun and memorable moments in D&D happen when your players (or you!) try to do something not covered by the rules, or something that is in contradiction to the usual rules. Let it happen, within reason! Your rogue wants to slide through someone's legs and do an AT-AT maneuver? Your druid wants to cast entangle on a wall to provide handholds for climbing? Go for it!
In terms of characters, what I would do at the start is: ask your players what class, race and background they would like to be, and then build their characters for them. Then, when it comes to game time, ask if they want to make any changes. It'll give them the opportunity of customization, but skips the weirdness of making a character for a game you don't know how to play.
I'll talk about LMoP next.
Nicholas Green
This was a great exchange to watch, thanks for bringing a positive attitude to the thread guys.
Isaac Nelson
i mean if you're comparing the two in the same role then yeah it is, but a battlemaster makes a better archer and there's probably other niches for it
Evan Flores
Explain haven't had a chance to really look at the new subclasses. Mostly because it will just make me sad at more characters I'll never get to play being a forever DM.
Matthew Anderson
thanks for spoilering pham
Sebastian Gray
>Mostly because it will just make me sad at more characters I'll never get to play being a forever DM.
this. fucking this.
also is Fighter Champeen ok or should I tell my player to do something interesting
Josiah Hernandez
What do youn think of the starting characters? Should I rather just let them pick between the 5 that come in the starter set (it'll be a party of 4 so one character will be left out) or should I let them make their own?
Jordan Robinson
Depends, ask him what he's looking for out of the game and explain what Champion can do.
Ryan Richardson
Contd. from (You)
Now I'll talk about the Lost Mine of Phandelver. Spoilers ahead.
It's a great beginner adventure, but it can be deadly at the beginning. Level 1 characters are very flimsy. Don't be afraid to play the goblins as cowards and idiots: they're goblins! They're dumb.
If there's an opportunity to notice something important (like an ambush, trap, hidden treasure) and your players don't try to look for stuff, call for a Perception check. Eventually, your players will learn to start checking on their own.
Make sure your players know that sometimes there are solutions that don't require combat! They can sneak their way past enemies, negotiate with them, or otherwise trick them! Generally if your players try to treat with things, you should at least give them a chance to speak (even if failure is certain!).
There are a lot of adventure hooks once you reach Phandalin proper. Unless you want to do a bunch of sidequests, I recommend limiting these at the start, or repositioning them so that they're on the way to the party's main objectives. (I had a group spend 4 sessions doing side quests while the party's benefactor was being held hostage).
I definitely recommend nudging your party towards Redbrand Hideout as a way of finding Cragmaw Castle: there's dope treasure and lots of fun encounters that they might otherwise miss.
Perhaps the biggest: tailor the magic items scattered in the adventure to suit your party! The magic longsword in Redbrand Hideout is useless if no one in your party uses martial weapons; feel free to change items around so that your party can have fun using them!
There's probably more to say about LMoP, but those were the few things that I wish had known when I first ran it.
Is there anything else you'd like to know? I'll try my best to help.[/spoilers]
Oh shit I'm sorry, I fixed it. fortunately I don't think I spoiled any major plot stuff but still, I should be more careful.
Hunter Morgan
>What do youn think of the starting characters? Should I rather just let them pick between the 5 that come in the starter set (it'll be a party of 4 so one character will be left out) or should I let them make their own?
Jacob Gonzalez
i mean it's boring but if he's fine with that it's not terrible, especially if it's part of a crit fishing build
Justin Hill
I deleted the post because it had spoilers.
I actually don't know what the starting characters are, but what I tend to do in my starter games are:
If I have time, I'll sit down with each player and walk them through building a character. If not, I ask my players what they want to do, what race they want to be, and what their background is, and then build them characters based on that. It gets around the awkwardness of building a character for a game you don't know how to play yet.
If you do take the second option, make sure to let your players know they can alter their characters as they see fit.
For example, my one friend said "I want to be an elf, like, a knight. A snake knight, with snake powers." So I made him a wood elf Oath of Ancients paladin.
James Smith
What should I do to make these characters more interesting?
I am OK with Derendil and Jimjar but the rest are lackluster
Isaac Baker
ront and sarith are pointless but the rest can be played plenty interesting if they actually act on their traits and motivations
Alexander Jenkins
How do you handle players trying to call shots, such as "I attack his ring finger, hoping to slice the magic ring of control off him!"? My response has pretty much been >Roll that crit, faggot.
Noah Cruz
Ok. I think that's good. Do you know if the adventure is cut up into parts because my group said that they didnt want it to be too long. Does maybe a bit more than an hour or so for the adventure and like 30minutes to make their characters/explain the rules sounds reasonable? I will plan out more than an hour's worth of content in case they decide they want to play some more.
Jack Sanchez
an hour is not enough time, in my opinion, for neither completing the whole adventure, nor for a session. i would recommend about 3 hours for a session at least. The whole adventure would take about 20 hours i believe. Let your players know this, and that you guys can see at that point how they like D nD and if they and you want to continue to play. at this point you could even ask if they want to make their characters(since they will know the game a lot more).
Zachary Garcia
I give them disadvantage on the attack, but if they break the AC, then it probably won't deal significant damage considering they're cutting off the ring finger. However, I would have the ring come off because he doesn't have the ring finger anymore
Isaiah Sanders
The Battle Master's whole schtick, the Martial Dice, while early on is pretty great, is actually pretty underpowered, and isn't very versatile. Most of the cool stuff you can do is actually kind of limited.
The Cavalier gets marking instead and it leaves you with more you can do in the long run and better at controlling a battlefield. It also gets what is basically the Sentinel feat as a class feature.
Cameron Walker
Disadvantage or a - to hit depending on what they are trying to hit/do.
Adrian Adams
Champion is okay, especially if your players doesn't want to think too much and just fuck shit up. He can also get a second fighting-style eventually. Other than that, the Champion doesn't do much.
Benjamin Johnson
yeah i make a raised functional AC for the target based on the difficulty of the shot, a finger would have to be like a 25 at least, maybe with disadvantage if it was flailing about
Bentley Bailey
If you're working on time constraints, I'd premake their characters: in my experience it takes 10-20 minutes per character.
The adventure is split up into 4 segments: The first part is investigating the disappearance of your employer and his bodyguard, tracking them to a goblin cave. Depending on how quick your players move, it takes 1 to 3 hours. The second part is a bit more nebulous, involves digging up clues in town to find your actual employer, has a whole bunch of possible hooks. Part three is rescuing your employer from a goblin castle. Part four is going to the Lost Mine itself and facing off with the mastermind of all fo your troubles.
Just a note on running a game, I would set aside three hours for a session at least, especially for a first session. You don't necessarily need to run it that entire time, but I'd say that an hour and a half really isn't enough.
William Butler
i second this, i've run 2 hour sessions but they don't feel long enough and LMoP took about 18 hours
Jace Nguyen
To add to I was time constrained once to 4 hours, my group was pretty sad once the time finished. Just let your players know ahead of time how long it would take per session so that if they don't want to commit that much time, they can tell you then.
Nolan Moore
My response is there are no called shots. Even if you crit. That way they stop asking.
Jackson Diaz
Jimjar is a balla and should be played as such. Check the end of the adventure for a suggestion that Jimjar is actually the god or avatar of a god such as Garl Glittergold
I had Jimjar come back from death or being lost a couple of times and it was fun.
Easton Myers
I say "Would you like enemies to likewise be able to target your limbs or items?" This makes them stop asking
Lincoln Smith
well that's an unfun take, guess you don't like martials to be able to solve those kinds of situations then? or do you have an alternative?
Jaxson Lopez
>encouraging this kind of shit in your games
Good job wankers
Grayson Smith
2-3 hours for the starting session seems reasonable. I could see them and make their characters before hand aswell so that the start is shorter and that we can jump directly into the story.
I also had another question pertaining more to combat. I don't, really have a gridded map or miniatures for combat. I could just print out some paper and make a grid since I'm more of a visual person and prefer a grid to theatre of the mind. I can also cut out some printed out tokens. How much combat will there be in the first part like mentionned and how big are the fighting areas (approximately if each square is 5ft)
Jace Diaz
So the College of Swords bard flourishes.
They seem to fit an RDM pretty well.
But so does the ability to twin and quicken spells.
Is a Bard 14/Sorc 6 cheese?
Henry Taylor
How do you feel about making up custom magic items in your game? For me it's most of the fun.
Julian Young
Bits getting cut off is a different system.
Also hp and damage are not literal wounds, attacks are not 1:1 rolls and again if you want that kind if fun play a different system. My players seem to have plenty of fun without dumb shit like this.
Kayden Clark
Would a paladin ever be okay grouping with a necromancer?
I'm currently playing with an Elf Cleric, Human Fighter, and Dragon Born Necromancer.
Necromancer is Chaotic good. Believes that using corpses for furthering magic and science is no big deal since the soul is long gone and the body could be put to good use defending the living. He's even used "Speak with Dead" to ask permission to use a dead guy's body as a pincushion for an arrow trap.
Would a lawful good paladin ever be okay with a necromancer like that?
Easton Nguyen
I do it all the time.
Are they balanced? Probably not, since I come from a Pathfinder background.
Are they fun? Yeah.
Nathaniel King
Are you playing a level 20 campaign? Because if you're not anything you suggest is cheese.
Kayden Jackson
>discouraging fun and creativity in your games nice one
Henry Lopez
No
John Garcia
We're currently level 17. I was just trying to decide whether Swords Bard by itself, or multiclassed with Divine Soul for the recreation of Vercure and Dual Casting would be better.
Joshua Watson
>not allowing players to do fun, whimsical stunts Glad I'm not in your shit game desoo
Yeah making characters in advance is a good idea. Honestly, in terms of combat, I wouldnt worry too much about a grid or minis. If you really need a map, I'd just sketch it out on paper and do it a bit more freestyle. 5e really doesn't need grids to function all that much, and combat goes faster if you just run things in the theatre of the mind.
In the first part there are I think 5-6 combat encounters, but three of them are really short/small. there are also I think 2 or 3 traps.
Jaxson Brooks
Do you guys use grids on roll20? I do, and to be honest, I'm kinda sick of them.
Julian Richardson
>Encouraging players to do more than just "I attack" or "I cast/use x ability" >Bad
Ryan Jackson
Champions aren't that bad, desu. Everyone knows crits are fun.
Nolan Morgan
Cutting off fingers is not fun, not creative and not realistic. It's the most stupid and unrealistic solution, starting with its easier to cut off the hand and instead of flailing around hacking randomly why not have one guy grapple his arm (only his arm) and someone else just hack the hand off. Just the arm can't have much str to resist a grapple and we're calling shots so why not?
I expect more from my players I guess because stupid shit like this leads to stupid shit like this.