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Off the face of the world edition

>2024 PHB Scan (Gencon copy, not DnDshorts)
https://files.catbox.moe/88h924.pdf
>Cropped and rotated, but more artifacty
MjAyNCBQSEIsIE5vIFRodW1icywgT0NSZWQsIEFub24ncyBCb29rbWFya3MgdHJhbnNmZXJyZWQgb3Zlci4gCgpodHRwczovL2Vhc3l1cGxvYWQuaW8vd2Fvcm9h

>2024 DMG
https://easyupload.io/2kvpen

>2024 Official free rules
https://www.dndbeyond.com/sources/dnd/free-rules
>2014 Official Free Rules
https://www.dndbeyond.com/sources/dnd/basic-rules-2014

>2024 UA
https://www.dndbeyond.com/sources/dnd/ua

>2014 Errata
https://dnd.wizards.com/dndstudioblog/sage-advice-book-updates

>5etools (2024)
http://5e.tools
>5etools (2014)
https://2014.5e.tools/

>Trove
The Trove Vault (seed, please!): mega(dot)nz/folder/uktzzTAI#KfV-EWdhd15FhHNn5HndHg

>Resources:
https://pastebin.com/X1TFNxck

>Previous Thread: >>94690324

Since WoTC are retarded have you read any good third party books lately?
>>
weird question:

Does the Mastermind Rogue's "Master of Intrigue" stack with characters with telepathic speech abilities, such as via the GOO Warlock's level 1 ability?

"Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you."

"Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language."
>>
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My PCs are going to a rocky island about 3 miles long for their first adventure at level 1. The first part of the adventure is their ship almost sinking after hitting some rocks because the lighthouse was captured. The entire town has been conquered by something. It's a mining town of 1500 people.

My thoughts were:
>duergar slavers who managed to defeat the town garrison and are getting ready to bring the townspeople into the underdark as slaves
Problem is it would be a LOT of duergar to conquer a town of 1500. Maybe it should be 250 population but it doesn't really make sense.
>a fungus queen succubus that took over the goblin tribes to the north as well as their giant insect mounts and spread her fungus disease throughout the town.
It's cool and alien threat the PCs won't be used to but it also doesnt make much sense.
>somehow both of them?
Maybe they made an alliance to take over the town together but it feels so messy. Maybe I'm overthinking it. I want to be able to have a dungeon with lots of variation in monsters as well as a "town crawl" through the buildings of the town.
>>
>>94715697
>It's cool and alien threat the PCs won't be used to but it also doesnt make much sense
Why? Just make it Zuggtmoy and use Myconids and spore-infested zombies. Or if you really want to fuck your level 1s use Drow.
>>
>>94715819
Well the thing I was using was basically a succubus that is half fungus and kisses people to turn them into fungus but the fungi don't spread on their own. Also it can command them remotely so once it sees the PCs curbstonling its forces it could just show up and slaughter them. I guess I could just ignore those parts.
>>
what could i play to complement this party, the other players are both new and want to play monk and ranger (5e 2024)
>>
>>94715858
Something that can actually stand and take a punch would probably be good. Barbarian, Fighter, Paladin are prime candidates
>>
>>94715858
Play a Cleric or Druid and heal them. Celestial Warlock or Divine Soul Sorcerer would also be good.
>>
Music recommendations for an underground gambling den fight?
And maybe a horrific monster right afterwards?
>>
>>94715973
https://www.youtube.com/watch?v=EsvfptdFXf4
>>
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>start a game using only the 2014 PHB and no optional rules
>it's kino
Why didn't you tell me about this earlier, 5eg?
>>
>>94716210
Battlemaster fighter is a classic and makes combat fun all by itself.
I would love to run a party entirely made up for battlemaster fighters.
>>
>>94716364
That’s just a symptom of the fact that all martials should have battlemaster maneuvers.
>>
>>94715969
I love Divine Soul Sorcerers so much bros
>>
>>94716210
Because that sucks. The base 2014 5e, with nothing that came out later, is the worst version of the game.
>>
>>94716412
What's everything in 2024 that's cool? I haven't checked out much, what's the gist of all of it?
>>
>>94716049
Lmao

I was thinking more combatty, like
https://youtu.be/gUbmbXC99q8?si=u8ppfo3z_1_EcuvS
And hopefully extended as well
>>
>>94716428
The only good things I've heard about it is that they made Monks fun to play and gave Sorcerers subclass spell lists.
>>
>>94716428
Weapons have masteries and allows for martial classes to specialize in a few of them, meaning that weapons are more different which is cool. Also, then -5/+10 feats are gone and berserker barb isn’t trash
>>
>>94715697
how about part of the town are working with the slavers? mixed population of people and one of the groups has essentially bought the slavers to the island to help overthrow the government, etc.
drops the amount of slavers and associates down massively.

or, drop the population down to ~1000, have the men (400-500? all locked up somewhere such as in the mines, with the women and children being mainly hostages who cant fight back too much
can do a subplot of the miners having covertly dug their way out elsewhere for an 11th hour savior
>>
>>94716412
>NOOOO YOU CAN'T JUST ENJOY CLASSIC FANTASY ARCHETYPES
>HOW AM I SUPPOSED TO PLAY MY FURSONA WITHOUT TASHA'S GUIDE TO HOGWARTS
lol, faggot
>>
>>94716643
If you want to play "classic fantasy archetypes", you're playing tge wrong game.
>>
>>94716428
All the classes are slightly more powerful/balanced/fun, at least one of the three, with a few being worse. Other changes like race and backgrounds are divisive.
>>
>>94716735
??
>>
How ambitious is too ambitious as far as planning narrative ahead of time? I've got 5 or 6 main factions warring in the background as the PC's fulfill a "collect the gems" level main quest with side quests along the way but I wonder if I should allow more open decisions to affect the story more than the structure I have going on it's own. I already have ideas for next major continent they may go to but I can't necessarily force them to go there even if the writing gives them reasons to.
>>
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>>94713598
>I saw someone argue that you could take an epic boon feat for any ASI if you were character level 19 or more but even if that were RAW it's clearly bullshit. I'd probably houserule allow one, but you couldn't be say Paladin 7 / Bard 11 and then get an epic boon for your next two levels, one in each.
Funny you mention that. I'm running a Paladin/Warlock/Bard multiclass, and from what I can tell I'm going to have to choose between a split of 1P/14W/5B, 3P/12W/5B, or 4P/12W/4B. And I was considering whether or not I should go for an Epic Boon, how to go about doing so, and even if I could get two at the last two levels.

I started Paladin 1, multiclassed into Warlock, and will multiclass into Swordsbard.

From what I can tell, it's not possible to hit an ASI with 1P/14W/5B without getting the last two levels of Bard really really late, which would suck when Font of Inspiration would pay for itself like a hundred times over getting it way earlier with short rests to regain Inspiration throughout the campaign. Otherwise Warlock's last ASI at 12 would come at 18, one level off an Epic Boon.

4P/12W/4B could obviously do it, maybe even get two if the DM OKs it, but then I miss Font of Inspiration altogether.

3P/12W/5B could go Bard early and get the Boon at the very last Warlock level, but sadly that misses getting Hurl Through Hell as my last Fiendlock feature, which sucks since it's so awesome and fits my build perfectly.

How good are the Boons, generally? Before considering them I was just going to get one of the "X of the Y Giants" feats at some point. But surely they would be much better?
>>
>>94716817
Modern D&D is crazy gonzo high-fantasy by default. If you want "classic" fantasy archetypes you're better off playing an older edition or a more grounded non-D&D game. D&D 5e is unironically meant to be "fursonas and hogwarts" as you put it earlier.
>>
>>94715670
Strictly speaking I don't think it's RAW, since the rules don't explicitly say that speaking telepathically allows someone to hear you.
Though it's pretty obvious that it should work.
Also strictly speaking though, the only situation where this is relevant is if an ally is Deafened and you couldn't just call out to them normally. Assuming that you're also in a situation where they're blinded or in darkness/fog and can't see you, which is more common than being deafened, and both would be even more rare.
>>
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>>94716913
Trolling or just retarded? None of the options from the core books are gonzo, unless your definition of the word is so wide that dragonborns and tieflings would qualify.
>>
>>94716926
>Expedition to the Barrier Peaks

I mean it’s got way more of then but you can still hold onto some of the older traditions with 5e
>>
>>94716926
>the only situation where this is relevant is if an ally is Deafened
No, the TARGET has to be able to see and hear you, not your ally.
>>
>>94716962
My bad, this is for

>>94716913
>>
>>94716959
>dragonborns and tieflings
>classic fantasy
Don’t even try.
>>
>>94716959
>D&D is all dumb fursonas!
>Demon people and anthromorphic dragon-men don't count though!

Yeah, you're certainly trolling. Likely retarded too. Thanks for clearing that up.
>>
>>94716978
>>94716982
Dragonborn are a little strange but tieflings are ancient now
>>
>>94716959
There's some real irony in someone claiming Tieflings and Dragonborn are "classic fantasy", then being enough of a retarded hypocrite to whine about furries.

Your self-awareness is zero, and you might just have the most retarded post on /tg/ at the moment. Congrats.
>>
>>94716995
“They’ve been a prominent part of D&D for two decades” is not the same as “classic fantasy”.
>>
>>94716978
I didn't say they're classic fantasy, I said they aren't gonzo. Because they aren't.
>>94716982
Literally every race other than dragon-men and demon people is classic fantasy.
>>
>>94717007
Those are some impressive skid-marks from moving those goal posts. Coukd I get you to plow my fields next?
>>
>>94717019
This guy >>94716643 claimed that PHB options are classic fantasy. I claimed that they aren't gonzo. We're two separate people, sorry to disappoint.
>>
>>94717022
>"I was only pretending to be retarded! And that wasn't even me anyway!"

OK, retard.
>>
>>94717005
1994 was 20 years ago
>>
>>94717039
2 out of 9 races being a bit weird doesn't make a game gonzo.
>>
>antilife spell
Does it work on sentient items?
>>
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>>94717055
If by "Classic Fantasy" we mean aesthetics, then no base 5e is not classic fantasy. You'd have to go back to at least 3e and probably even earlier for that.

If you can't tell the difference between Ranger Aragorn and '14 PHB Ranger, it's your own senses that are warped.
>>
>>94717050
I see you skipped the word “prominent”.
>>
>>94717109
>aragorn was a spellcaster of the Druidic nature
>>
>>94716390
I don’t. I’ve played them over a long campaign and I always missed having the cleric’s capability to just prep situational but very cool niche spells when needed. Like Hallow, resurrection etc. Also cleric has so cool rituals (divination) it just feels bad having access to them but gimped versions.
>>
>>94717109
>if by Classic Fantasy we mean something else I can completely shift the goalposts towards
>>
>>94717187
demon human mixes are a creation of modern times and have never been discussed prior to dungeons and dragons
>>
>>94717508
>demon human mixes are a creation of modern times
>Merlin in Arthurian legend is the offspring of a woman and an incubus
Hmm, sounds like Mister Classic Fantasy is ignorant of history.
>>
>>94716380
This. Maneuvers should be a regular class feature and Battlemaster should just be a subclass that specializes in them.
>>
>>94717532
Don't you give me that disingenuous bullshit. You know damn well that fucking Merlin and tieflings are not even remotely the same thing.
>>
>>94717595
>cambions are also a modern invention
>>
>>94717612
Tieflings are not cambions.
>>
>>94717614
Demon mixed people are mythological and fantastical, despite your insistence otherwise
>>
>>94717508
Any fantastical concept you can find in modern fantasy has been discussed AT SOME POINT in the history of fantasy prior to now. The question is how much conceptual space it occupies and how it’s interpreted. One-off demonspawn as monsters or ambiguous figures is attested, sure. A race of true-breeding devil lookalikes with consistent, heritable traits and abilities? Not so much. Even less so when you get into the fact that they can be unambiguously good and blessed by the divine.
>>
>>94717630
>tdlr I’m wrong and your right
>>
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>>94717629
Yes, cambions and people with demonic heritage are. You're being willfully obtuse if you want to act like THIS is classic fantasy. This is not a debate about your definition of
>mythological and fantastical
This is about, per >>94716959, the irony of you thinking dragonborn or tiefling are classic fantasy.
>>
Need advice.
Green hag has Invisible Passage, which states "While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic". Does it mean she can, say, dive into water without leaving ripples, or pass through bushes without branches moving?
>>
>>94716629
Yeah those are some good ideas. Maybe they won't notice if I quietly reduce the town population to 250....idk. problem is it has a lot of features and fortification that would only really make sense for a larger town.
>>
>>94717694
Those would all be physical evidence of her passage, so it seems pretty cut and dry to me.
>>
>>94717721
Doesn't it essentially make her immediately hidden once she uses this ability?
>>
What flavor of paladin and god would be most appropriate for a Warforged Paladin? He's basically an incomplete creation missing a heart (think Tin Man who wants to be more human). He was introduced to the concept of religion an gods when a cleric discovered his creator's abandoned workshop and showed him a bit of the world.
I imagine him to be something of a black and white morality type who is easily conflicted and confused about what to do when things get a little grey or emotional in ways he doesn't understand. This will be for my first game so I'm not terribly familiar with the basic would of DnD.
>>
>>94715905
>Something that can actually stand and take a punch
Did you not see they had a 2024 Monk?
>>
>>94716959
Even outside of races, any spellcaster past mid-levels is quite high-fantasy.
At best you can address that by making spellcasters rare, but that just means that spellcaster PCs end up with even less counterplay to their gonzo magic when the average court mage can't even manage a Counterspell.

Modern D&D is absolutely a high-fantasy kitchen sink, and merely limiting the race options doesn't even change that. You have to make an active effort and introduce quite a few houserules in order to try and get 5e to resemble a low fantasy setting.
>>
>>94716926
>the only situation where this is relevant
well, my thought was that if I'm Hidden, I can continue to give the Help action without revealing myself, via the telepathic speech. I also will have access to the Darkness spell as well as having devil's sight, so this is actually relevant.

I hadn't considered the potential combination until I was actually statting my character and I read the two abilities again. I'm new-ish to the game and I'm playing IRL soon.
>>
>>94718390
Fair enough, although staying hidden like that also means you're not using your action on anything to reveal yourself.
Probably best to confirm it with your DM either way.
>>
>>94718390
>>94715670
You could just skip all of that and take the Help action first and the Hide action second.
>>
Do we know when the MM NDA/embargo will drop? It has to be soon right?
>>
I'm blanking on something I remember reading long ago.
Don't Clerics or Paladins have RAW access at some level to a feature that is basically "Wish, but you can only use it once ever"?
Initially I thought it was Divine Intervention, but I looked it up and they can use that every week, so it's not that.

It may not even be a 5e thing, could be from a previous edition or Pathfinder or something. Either way I'm certain it exists, but Google's not showing me anything similar.
>>
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>be me
>Tabaxi Monk/Rogue
>DM actually let me craft Boots of Speed. I barely use them all campaign
>hedoesn'tknow.jpeg
>Take Grappler and Speedy
>we come up on level 14, sieging a bad guy's castle, we end up fighting in his throne room
>Grapple him on my turn
>round passes, party beats up on him, he fails his saves to escape
>herewego
>drag him 120 feet with my base speed of 60+Boots of Speed
>take the Dash Action, dragging him another 240 feet
>Dash as a Bonus Action through Rogue's Cunning Action, dragging him another 480 feet
>Dash AGAIN through Open Hand's Fleet Step
>before I move, use Feline Agility to double my speed again
>drag him 1,920 feet
>I took the guy 2,760 feet in total
>we're back at the siege camp
>we realize I broke the sound barrier, DM rules both of us are deaf and take 10d10 thunder damage
>I drop dead
>Wizard just teleports away
Fucking Wizards.
>>
>>94719154
>Wizard just teleports away
A wounded wizard survived 10d10 damage?
>>
>>94719205
He was supposed to be an endgame boss.
The rolls were probably fudged.
>>
>>94719154
>he fails his saves to escape
>Wizard just teleports away
this story never happened
>>
>>94719154
>2,760 feet in total
>we realize I broke the sound barrier
except you didn't, last time I've checked combat round was six seconds, so you made "just" 460 fps
>>
>>94719257
grappler dying ends the grapple
>>
>>94719154
That's what you get for trying to cheese the boss. Also, fake and gay.
>>
so, I have an idea for a mechanic I kind of want to give all players, but especially clerics and paladins. I'm calling the idea "ideals". These are triggers that can grant you inspiration once per day. Clerics, Paladins, and other divine classes I add gain additional ideals, each of which can be triggered once per day, and gain features that interact with them, such as regaining resources or triggering them when an ally fulfils an ideal

does this sound good?
>>
>>94719409
That's an existing feature on the 5e 2014 character sheet called Ideals. You're supposed to grant inspiration to PCs for acting in accordance with their character's ideals to promote roleplay.
>>
>>94719057
>"Wish, but you can only use it once ever"?
>Initially I thought it was Divine Intervention
Are you thinking of the Divine Intervention class feature in Baldur's Gate 3?
>>
>>94719154
That's not mach speed, though. You'd have better luck waiting for a Spike Growth cast from an ally, then just cheesegrater-ing him around the perimeter again and again.
>>
>>94719470
I know, that's where I got the name. I'm trying to codify it a bit more strictly, offload the responsibility of rewarding it on the player instead of the DM, and build class features around it
>>
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>>94719551
Reading the description of it, I guess so.
Weird though, in my head it wasn't just "pick from one of four options."
Thanks, regardless.
>>
>>94719057
Wish itself can potentially remove the caster's ability to cast it again.
>>
>>94719154
That’s not how Dash works.
>>
>>94719154
Look up how the Dash action works some time.
>>
>>94719154
>>94720421
Actually, there are two things you're getting wrong, which are compounding. Firstly, Dash is additive, not multiplicative. Feline Agility and Boots of Speed each double your speed, but Dash adds your base speed to your current speed. If you Dash, then Bonus Action Dash, your speed becomes x+x+x=3x, not x*2*2=4x.
Secondly, when you Dash, the movement you've already spent doesn't get "reset". You have 120ft and have already moved 120ft. You Dash and you can move another 120ft, not 240ft. Otherwise people would say Dash triples your movement instead of doubling it – which it doesn't, but unless you can do it multiple times a turn it works out the same so people tend to explain it that way to new players.
Your speed for that round is 2(120+120+120+120), total of 960. Impressive, but not the bullshit you tried to do.
>>
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>>94719761
>>94720421
That's how it works.

>>94720507
>Firstly, Dash is additive, not multiplicative.
No, it's multiplicative.
>When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers.
>The increase equals your Speed after applying any modifiers.
So when you Dash, you add whatever your current Speed is to itself, including any modifiers you've applied to your Speed.

>You have 120ft and have already moved 120ft. You Dash and you can move another 120ft, not 240ft.
Debatable, but all that means is you do all the Dashing before you actually move.
>>
>>94720689
It gives you extra movement equal to your Speed. That does not increase your Speed, it just gives you more movement.
>>
>>94720689
>So when you Dash, you add whatever your current Speed is to itself,
No. In fact, it very specifically does not say that your speed increases, but rather that you get extra movement.
>>
>>94720689
>Debatable
No it's not, even if you weren't wrong about everything else.
Your movement speed is 120. You cannot move 360 feet in a round by merely taking the Dash action once.
>>
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>>94720742
>>94720766
A creature's Speed is precisely the distance it can move. If you get extra movement, you get extra Speed, because that is what Speed is.

>>94720813
>Your movement speed is 120. You cannot move 360 feet in a round by merely taking the Dash action once.
This is a matter of semantics, you can clearly see in the first post that the distance wasn't being calculated in that way. Whether you move 120ft, and Dash to move another 120ft, or if you're standing still, Dash, and move 240ft, it's fundamentally exactly the same.
>>
>>94720870
You have it exactly backwards. A creature's Speed defines the number of feet that the creature can move. The number of feet that the creature can move does not define its Speed.
>>
>>94720870
https://x.com/JeremyECrawford/status/584435727829569537
>>
>>94720870
If it increased your speed, it would say it increased your speed. If it worked the way your interpretation did, you would add 30 to your 30 speed, making it 60, and suddenly you've only added 30 of your 60 speed so it actually becomes 90, and then because you only added 60 of your 90 it actually becomes 120...
>you can clearly see in the first post that the distance wasn't being calculated in that way
Yes, it was.
>>94719154
>drag him 120 feet
>take the Dash Action, dragging him ANOTHER 240 feet
>>
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What are some fun enemies and encounters I can throw at my players in an Aberration themed Spelljammer game?
>>
>>94720870
Incorrectamundo. You have a score called speed. Every turn you take, you gain movement equal to that speed. Dash adds another Speed amount to your movement, but does not affect your Speed, because Speed is more akin to a score you have. It's an income.
>p.24 PHB'24 On your turn, you can move a distance equal to your Speed or less.
>p15 PHB'24 When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash.
It literally specifies that you gain movement equal to speed, not gain speed that increases movement. Dash explicitly says it's "extra" movement for the turn, i.e. outside your original Speed's amount, AND Dash specifies that you gain extra movement. Something like Haste, which doubles your speed, would apply to your gained speed from Dash but only as another instance of your speed to your movement.
>you can clearly see in the first post that the distance wasn't being calculated in that way
You can clearly see from the post immediately before that one you say it's multiplicative, so now you're backing down from that?
>>
>>94720906
>A creature has a Speed, which is the distance in feet the creature can cover when it moves on it's turn.
If Speed is defined as the distance in feet a creature can cover when it moves on it's turn, then an increase in the distance a creature can move on it's turn equals an increase in the creature's Speed.

>>94720914
The definitions of Dash and Speed overwrite Crawford's ruling from 2015 due to their recency.

>>94720932
>If it worked the way your interpretation did, you would add 30 to your 30 speed, making it 60, and suddenly you've only added 30 of your 60 speed so it actually becomes 90, and then because you only added 60 of your 90 it actually becomes 120...
Anon you're schizoposting now, a single instance of an effect doesn't compound upon itself before it resolves. If you have a Speed of 30 and Dash, you simply add 30+30 to be 60. There is no interpretation of the rules where that 60 becomes a 90 on the same Dash action.

>>drag him 120 feet
>>take the Dash Action, dragging him ANOTHER 240 feet
Are you perhaps confused over the use of "another"? Clearly that is in reference to dragging the enemy a further distance with the Dash action. In the sections you quoted it's stated right there that the character first dragged the enemy 120ft through the use of their base move speed and their boots of speed, and that taking the Dash action afterwards added that move speed of 120ft to itself, becoming 240ft of more movement. Again, this is the same result whether you break up your initial movement and your Dash, or if you Dash before you move. RAW it is correct to Dash before you move, given that if you move and then Dash you're technically just adding a move speed of 0 to itself to become 0, but essentially this is only a mechanical order of operations issue and produces the same result you would have had anyway.
>>
>>94721078
>It literally specifies that you gain movement equal to speed,
Yes. It also defines Speed as being the distance you can move ON YOUR TURN. Therefore if the measure of the distance you can cover on your turn changes, so does your Speed. In other words it's a tautology of definitions, where one equals the other.
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>>94720870
How long were you brewing this (You) farm, anon?
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>>94721096
Fifteen minutes.
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>>94721103
impressive
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>>94721081
>>94721090
>if you move and then Dash you're technically just adding a move speed of 0 to itself to become 0
No you are not, because movement doesn't affect your speed because it's movement.This is your fundamental misunderstanding.
>It also defines Speed as being the distance you can move ON YOUR TURN
That is not a self-editing universal equation, anon, you absolute baka. The tautology doesn't exist because the words are used and mean different things within context. You don't increase your speed value because you have extra movement, and you will find no passage to cite that says so. You are implying a causal link between differently worded rulings to insist they mean the same thing when they demonstrably don't.
Consider that no effect restores your Speed or movement. If, like you say, it changes, then that change is lasting. I move 30 feet on my turn, which is my speed, so now my speed is 0. My next turn it says I can move up to my speed, but my speed is 0. How can I move 30 feet per turn if moving at all affects my speed and nothing says I get my original speed back?
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>>94721027
I would recommend Neogi. Spiderlike psychic slavers who use use Umber Hulks as their bruisers.
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>>94721081
>Are you perhaps confused over the use of "another"?
Do you not know what the word another means? If your parents dropped you on your head as a baby one time ,then they dropped you another two times, they've dropped you three times total. That's how numbers work and that's what the original post described. Literally just look at the final value they claimed they moved. The rest of your reply is insane babble, but it's also completely irrelevant because you and I both know Dash doesn't triple the distance you can move.
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Which feats from previous books would you allow as Origin Feats?

Some seem straight-forward, like Squire of Solamnia, Initiate of High Sorcery, Strixhaven Initiate, Strike of the Giants, Rune Shaper, or Scion of the Outer Planes since they were all feats granted by Backgrounds previously.

What about other feats that weren't updated and don't have level requirements like the Gift of the X Dragon, Artificer Initiate, Eldritch Adept, or the various racial feats? I'd guess anything with an ability score bonus would be out, right?
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>>94721122
>No you are not, because movement doesn't affect your speed because it's movement.This is your fundamental misunderstanding.
If a character with 30 Speed moves 15 feet and triggers an effect that reduces their Speed by 15 feet, does their Speed for that turn drop to zero or do they still have 15 feet of movement left?

>My next turn it says I can move up to my speed, but my speed is 0. How can I move 30 feet per turn if moving at all affects my speed and nothing says I get my original speed back?
It states that Speed is the distance that a creature can cover when it moves on it's turn. Therefore, any changes to a creature's Speed apply only on that turn, or for the given duration of an effect. You spend 29 feet to move? You only have 1 Speed for the rest of that turn.

>>94721286
Anon I only fell down the stairs one time and another one time, it's not that complicated.
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>>94721371
>Which feats from previous books would you allow as Origin Feats?
Any feat that has no prerequisite, only has a campaign prerequisite, or only has a prerequisite that a player meets upon character creation. For example if you start at level 5, it's fine to take an ASI or 4+ feat.

But then again I think feats should be awarded at every even level.
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>>94721403
>It states that Speed is the distance that a creature can cover when it moves on it's turn
Right but I have 0 speed now, because you said speed is movement and I used my movement which reduced my speed.
>Therefore, any changes to a creature's Speed apply only on that turn
According to what rule, I had 30 speed once and now I've no speed. No rule says I get speed back, just that on my turn I can move up to my speed, but my speed was 0.
Please help I ended my turn in a crosswalk 2 weeks ago and the traffic jam is getting scary.
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>>94721403
>does their Speed for that turn drop to zero or do they still have 15 feet of movement left?
Their speed is halved so if they've moved beyond it without dashing ("extra" movement, not extra speed) they've no movement more they can make: Dash would break that concern because it gives additional movement, not additional speed, unless the effect that changed it was an effect like Caltrops or a Hunting Trap, which specifically set your speed to 0 for the turn, meaning no benefits from Dashing because you would be gaining an extra 0 ft movement.
>You spend 29 feet to move? You only have 1 Speed for the rest of that turn.
You have a speed of 30, meaning your movement of 29 has 1 foot left for the turn before including any dashes.
"Extra movement" that occurs because of the Dash is outside of your normal movement allotted. Speed is functionally an income and your budget of your Speed on a turn is ignored by Dashing because it's a surplus/bonus to your current turn's movement.
By your diseased mind where Speed always equals movement and vice versa, any flying creature would plummet the second it reaches the limits of its fly speed, or that if you take the Dodge action you lose its benefits by moving 30 feet in that turn.
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>>94721441
>However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
>If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed.
If you're deducting or subtracting from your Speed, that suggests the Speed value is changing through using movement.

>>94721520
>Their speed is halved
So moving does reduce your Speed? If not, and your possible movement is a value distinct from your "Speed score" then a character that's moved 15 feet, who then has their Speed reduced by 15 feet, can in fact move another 15 feet, because they have 15 feet of movement from their total Speed remaining.

>By your diseased mind where Speed always equals movement and vice versa, any flying creature would plummet the second it reaches the limits of its fly speed,
Correct. This is why creatures have Hover.
>or that if you take the Dodge action you lose its benefits by moving 30 feet in that turn.
Also correct. The proper order of operations would be to move 30ft, and take a Ready Action to take the Dodge action as a Reaction in the case of an attack roll being made against you, because then it is no longer your turn and your Speed is no longer 0.
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No no guys, this anon may sound like a schizo, but he's right. 5.24 made it so movement explicitly deducts from speed, check PHB page 24 if you don't believe me. This obviously isn't intentional since mechanics such as dash still treat movement and speed as separate, but it is in fact in the rules.
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>>94721605
But nothing ever brings speed back because on your turn when you get your movement of your speed your speed is 0 please find me the rule that says I get speed back they are honking now and a dragon that flew one extra foot crashed into the back tier of cars and the flames are spreading- oh wait the flames also ran out of speed they are static now thank god
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>>94721605
>So moving does reduce your Speed?
No, genius, they're quoting you and taking your premise as true by nature of answering your argument. Speed being halved was your own setup, learn logical arguments.
>you: If their speed is halved... (if [X] then does Y?)
>them: Their speed is halved,...(okay, [X], therefore)
>you: oh so it DOES reduce your speed?? (so Y!!)
Dumbass.
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>>94721838
You are correct anon, speed is deducted from but it is never regained. Humans and most other races may only move 30' their entire lives if you're playing by rules as written.
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>>94721605
>This is why creatures have Hover.
No, creatures that hover do so because they are entities that do not exist in a non-floating state, like beholders, ghosts, or animated objects. Hover is not a "can move that 1 extra foot on their turn without falling" superpower.
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>>94721864
Damn...if only autism couldn't influence the laws of physics.
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>>94719154
In retrospect, this was a pretty impressive bit of trolling.
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Are there any good ways of finding "randoms" to play with. I feel like its just a lot of effort and time just for there to be a good chance of someone being unhinged or shitty. Is there a decent way to sift through the sand?
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>>94721854
In the same regard, "So X does do Y" was a hypothetical resultant from the proposed resolution to the given situation.
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>>94721865
Why can a Beholder not fall to the ground, exactly? For winged creatures, it follows that they would need a constant Speed to remain aloft, since the motion of beating wings keeping them flying in a stationary position is in theory no different from the motion required to move them conceptually.
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>>94721902
Come join my group's games anon, as long as you actually show up on time.
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>>94721957
Because a beholder is an aberration, an unnatural existence that is born of aberrant dreams of another beholder. Their existence keeps them aloft, such that not even antimagic can stop them from defying natural laws.
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>>94721902
I put an ad
i filtered people in msg and sent a form to those that sounded ok
based on google form responses i had interview calls with a handful
and selected a few from there

if you dont put the work sure some shitters will make it into your game
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>>94721371
>>94721371
>Human Wizard
>Feylost background
>Take the Initiate of High Sorcery and Strixhaven Initiate (STEM nerd) feats
>"I was a wizard apprentice from Krynn who wandered into the Feywild, wound up falling into the world of Arcavios, enrolled into the Strixhaven Academy, then fell into the Feywild again and wound up in [setting of your campaign]"
Would you allow it?
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>>94721944
Not from the direct >Their speed is halved setup it's not, that's treating engaging the premise as the conclusion. They didn't even read the entire post, given their following argument involved being able to move an extra 15 feet after their speed is halved ignores and does not refute the premise of speed as an income you get that also sets the budget for a turn. As is, they assume the numbers act as two global variables that are share the same address in data, despite nothing to back that up besides a misinterpretation of one passage describing speed.
The budget doesn't change if you use movement, but if it's halved, you've already spent 15 and now the budget (your speed) is 15, so you can't go over that budget. On the flip side, if you were to move 30 feet and cast Haste, your speed would then become doubled, so you would have 30 feet of movement remaining for the turn since you're therefore under budget again.
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>>94721965
I can do that much for sure, where do i sign up?
>>94721971
Im a forever dm, but im taking a break from dming for a while. I wanna play for goddamn once. Im assuming you made this ad as the dm?
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starting to brainstorm mechanics for a "mirror room" fight

the PC steps through the mirror and at the same time a mirror clone emerges and attacks the rest party who stayed behind
on the other side, the PC who stepped through sees 3 mirror clones (the party's clones)

im thinking something on VTT with 2 copies of the same room separated by a vision blocker, the pc who stepped through is fighting the party without knowing it maybe? when they move their characters, the monsters on the mirror side move to the same tile

right now i just have this silly idea but it doesnt make for a cool fight yet, i need something more...
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>>94721967
So why do they just fall to the ground (and can be raised as Undead) when they die?
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>>94721967
Nah. He gassy. He got them aberrant poots. Smells like a paper mill.
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>>94721990
Call it speed score or speed budget, the point is you're conceptualizing Speed and possible movement as two different values. In the event where you get a Speed penalty after already having moved, while still being able to move, you might say that's the same as getting a budget cap after having already spent the money. But the issue is, what DM would actually rule it that way? If on your turn you have your Speed reduced after having moved, tables play that as reducing your possible movement left on your current turn, not reducing an ephemeral Speed cap that exists outside of your current movement.
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>>94722130
>But the issue is, what DM would actually rule it that way?
>If on your turn you have your Speed reduced after having moved, tables play that as reducing your possible movement left on your current turn
You're literally saying they'd rule it how I said it would run, you're just omitting the reasoning why. Reducing the speed for the current turn also reduces your possible movement left since the budget has now changed. You moved 15 feet, and you then had your speed halved. Your speed is 15, you've moved 15, you can't move any further. By your way of thinking I bet you'd say it's 7.5 feet remaining cuz (30-15)/2, which is asinine.
>not reducing an ephemeral Speed cap that exists outside of your current movement.
It doesn't exist outside of your current movement, because if your speed changes mid-turn so does the amount of movement you can make, but the amount of movement you make does not thereby reduce your current speed. X therefore Y is NOT Y therefore X, common misconception for those that don't understand logic.
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>>94722164
>You moved 15 feet, and you then had your speed halved. Your speed is 15, you've moved 15,
You understand that this is essentially retroactively increasing the amount of Speed you've used, right? If your Speed is currently 15, and you've already moved 15, you should still be able to move 15.

>By your way of thinking I bet you'd say it's 7.5 feet remaining cuz (30-15)/2, which is asinine.
I didn't say it was an effect that halved your speed, I said it was an effect that reduced your Speed by 15.

But yes, in those circumstances if you ran into an effect that reduced your Speed by half, you should still have 7.5ft of movement remaining.

>It doesn't exist outside of your current movement, because if your speed changes mid-turn so does the amount of movement you can make, but the amount of movement you make does not thereby reduce your current speed.
Yes it does, and conversely if the amount of movement you can move increases, so does your Speed, because that is literally what Speed is defined as.
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>>94722216
>You understand that this is essentially retroactively increasing the amount of Speed you've used, right?
No, you're misconstruing "moved 15 feet" as the same event as "had your speed halved" when in intent, your speed has been halved by an additional, separate effect (hence "and-then"). It is actively impacting your speed, which reduces your ability to move because your speed is the limit you can move in a turn.
>If your Speed is currently 15, and you've already moved 15, you should still be able to move 15.
This is literally the opposite of what the book says that you are consistently misconstruing.
> Speed, which is the distance in feet the creature can cover when it moves on its turn.
If your speed is 15 feet and you have moved 15 feet, the distance in feet you covered when you moved is your speed. So you can't move any further. Again, Speed is not a pool of points that fluctuates during a turn as you move.
You've covered 15 feet, you can't move any more.
> I said it was an effect that reduced your Speed by 15
And I said changed the example and said "halved" because it's more demonstrative of your autism, which you didn't have a problem with when you replied with >>94722130.
>if the amount of movement you can move increases, so does your Speed
Source: you misinterpreting "your speed is the distance you can cover on a turn" as an equation that determines speed, rather than Speed being an initial number with a few forms of modification that limits movement on a turn. Speed informs movement, movement does not inform or affect Speed. Spells and certain features will increase your Speed. Nothing beyond a Dash will ever give you an increase to your movement, because increasing or decreasing speed is all that is required to communicate that your movement amount is affected, and likewise no ink needs wasted to describe that Dashing does not increase your speed. It doesn't. It lets you move a bonus amount on your turn equal to your current speed.
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>>94719154
Wasn't there an anon a few threads about talking about doing something like this?
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Hello /5eg/. Which my 20th gen daughterfu with no exclusivity clause Medanela as ronin baneslayer cadet Alpha Omega is best?

https://strawpoll.com/7MZ0kpER8go
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First time DM, any advice on map making tools? Must be free.
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>>94722520
Why do you keep posting this garbage? Is it supposed to be a joke or something?
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>>94722544
Dungeon scrawl for designing your own dungeons and maps, the internet for finding someone else’s work and using it as you need. Depending on how much work you want to do there’s different options and different solutions from completely random to more curated
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>>94722089
The problem I immediately see is that the players will immediately know what’s going on unless you somehow isolate them so they can’t communicate, but roleplaying is a hobby about communication. Not to mention that you really fuck over the guy who went through the mirror, since he’s now 1-vs-3 and the three reflections logically shouldn’t be much weaker than the one reflection that’s supposed to take on the rest of the party. And that’s not even getting into the question of what happens if he just turns right around and heads back out of the mirror.

I think you’d be better off with an encounter against a master of the mirror room who can force Charisma saves that, if failed, imprison a PC in a mirror and bring out their copy to fight the rest of the party. Can’t get out of the mirror until the copy is defeated, but, while in the mirror, can do something to disable some of mirror-master’s attacks or deal extra damage to him while being harried by not-fully-realized reflections of the rest of the party. Have to get him out before he goes down by taking out the copy, but he isn’t just sitting around with his thumb up his ass while in there.
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im going to run pure dungeons for my players, dotted at times with RP encounters
will this be enough to appease theaterkids in my group?
im prepared to do "beer and RP" off-session to quench them, but to keep sessions concise and tense i think it should be enough
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I'm curious about playtesting some of the unearthed arcana material. Do people play with these using the official approved options or is it best to just only use unearthed arcana material?
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>>94723556
the three pillars are combat, exploration, and socialization
not combat, exploration, and roleplay
because roleplay should exist in all 3, since this is a roleplaying game. You do combat as your character, you explore as your character, you socialize as your character.
your game sounds like ass
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Score this idea.
Bullywugs: dumb (no buildings), amphibious (so unlikely to use fire), have no darksight, collect trinkets, would show them to visitors if they flatter them enough. Would that make them a good target for a night attack?
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Refining my house rules before a new campaign. Got some feedback about a week ago and hoping this is much improved. Any glaring monstrosities?
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>>94722269
>No, you're misconstruing "moved 15 feet" as the same event as "had your speed halved" when in intent,
No, in this hypothetical I'm considering those two separate things. As in, the character's Speed wasn't reduced 15 feet through movement. If it was, then it would make sense that reducing it a further 15 feet would leave you with zero Speed. But if your Speed is an abstraction, who's to say that reducing it doesn't remove the Speed you've already used to move rather than the Speed you haven't moved with yet? Nothing in the rules defines whether your Speed is a budget or a score or how your Speed is modified when considering effects that increase or reduce it.
>Again, Speed is not a pool of points that fluctuates during a turn as you move.
If your Speed is not a pool of points that changes as you move, then why does reducing your max Speed reduce your current possible movement? Your Speed score has nothing to do with the amount of movement you have remaining.
>Nothing beyond a Dash will ever give you an increase to your movement,
What if you get pushed, or fall, or are riding on a mount or vehicle, or are in a body of water or air current that is moving, or cast the Jump spell? In all those cases, the player gains movement independent on their Speed.
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>>94722544
Inkarnate has a free version that is fine for world maps

Aside form that these two videos go over a bunch of options but I should warn you the host is absolutely horrible, so maybe watch with closed captions on x2 speed:
https://m.youtube.com/watch?v=nwCWfvzuUSA&pp=ygUPI2FsY2hlbXlkdW5nZW9u

https://www.youtube.com/watch?v=J0v3Q-iZuzY
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>>94725035
>expend hit dice to regain spell slots
Do not. Especially not stacking like that.
>Hiding when not obscured is done with disadvantage
Is this a change to the rule that you literally cannot hide without being obscured? Or did you just not know that rule?
>Temporary hit points gained from food or long rest can stack with other sources
Temporary hit points gained from food or long rest aren't mentioned anywhere else. Is this a remnant of a previous revision, or did you just leave something out? Also, don't let temporary hit points stack, it breaks several spells and features.
>1 free ability check per turn in combat
That kneecaps several features that let you make certain ability checks as bonus actions. Might consider giving some kind of compensation.
>If you cannot see an enemy, you can only attack it in its last known location
That's a bit off, especially for anything that makes any noise at all. The idea that you can't swing a sword somewhere that you think it COULD be is just a bit too gamist for my tastes.
>Blinded
Why can you only make the attempt to attack something you can't see if the reason you can't see it is because you're blinded? That's just confusing with the aforementioned issues with attacking unseen creatures.
>Prone and loading
These aren't sniper rifles we're talking about. You'd still have some issues with aiming with that must restriction on your range of motion with the weapon.
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>>94725195
Yeah the hit dice thing I am most worried about but I want to try out some version of it. The hiding thing is just a clarification because too often I get players forgetting/not knowing the rule. Temp hit points from food/rest is something that we do in my other game with this group that I don't dm, only small like 1d8 from a good meal and a good rest, doesnt break anything and encourages npc interaction. Will keep an eye out for any needed compensation on the actions but it's mostly clarification that players can use their senses while combat is ongoing e.g. a medicine check to see how badly wounded someone is. I do need to reword the blind/invisible bit, thanks - my point is just because in the meta-game you know a creature is somewhere, your character needs a reason for attacking what their senses are telling them is nothing but air. I think I'll keep the Prone thing just because I want to encourage none bow & arrow play and it doesn't cancel the close-range disadvantage which i think is more important.
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>>94725035
>>94725346
The hit dice for spells thing is probably too efficient.
Healing spells restore double hitpoints now, so a Cleric can just cast Cure Wounds on themselves before a rest and then maintain flexibility by regaining a spell slot.
Even ignoring that, it just allows spellcasters to be even more carefree about their spell slots. There's even less reason to conserve slots throughout the day.
If it was limited to regaining a single slot per rest, then maybe it might work, but even that might still be too much.
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>>94715605
New to D&D but not new to TTRPGs (mostly played cyberpunk 2020, but moved to RED recently among a few other games)

We want to try out D&D since thats the big one, what do people suggest I dive into? I see theres the 2024 and 2014 rules, is one better than the other? Any good campaign books or anything like that worth looking into to?

I heard the 2024 rules are dog shit, this true?
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>>94725488
Shit yeah I'm a moron and didn't think of the double heal crossover. I might just ditch it - my last campaign without this group I did 7 day long rests 8 hour short rests as a wizard so I think my mind still leans towards cutting spellcasters some slack, but you're right it's completely unnecessary with normal rest rules.
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>>94718060
Gods depend on the setting. Many possibilities come to mind.
Maybe oath of ancients if you want to make the character cherish the living/life aspect of the world. Befitting a character who is new to the whole living thing himself and was gifted life by his creator. He also cherishes life giving creatures and things, as he can’t do it himself. He doesn’t take it for granted, like normal living creatures. Every setting probably has some god or goddess of life/nature.
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>>94725488
>a Cleric can just cast Cure Wounds on themselves before a rest...
It's functionally the same effort though, not much has changed. Spend a 1st level, roll 2x(1d8+WIS), spend 2 HD to regain the slot. The only difference for the cleric is twice the difference between their CON and WIS, or the CON of their target and their own WIS. For squishy classes, this is more healing BUT it's exclusively costing the cleric. I don't think it's that bad of an exploit and frankly if you're doubling healing its value both in and out of combat is already a lot (assuming doubled from 2014's base, not 2024's).
>>94725035
Yo anon, glad you took some time to consider things. Sorry for how harsh I probably was then, but you've clearly taken a lot of the constructive side to heart.
The "only target where an unseen creature last was" is a very odd, video-gamey rule that seems only meant to avoid blindly guessing a target's square but it avoids it by defaulting to "if they moved the attack misses" rather than giving an option to fish around. If the target isn't there, there's no chance of hitting, but if they are, it's still with disadvantage from being unseen, so whether it's there or not you have a roll anyway.
Advantage/disadvantage with surprise is another rules-patch to avoid certain outcomes, but it's fine. The rerolling for initiative is a bit obnoxious, just give it to whoever has the higher init mod or default to enemies/letting PCs decide when tied.
Prone costing you down to 5 feet of possible speed is obnoxious and adding a check to retain the normal amount you'd have RAW is just punishing anyone who didn't take the Two Interchangable Skills (they're not when you use them right).
AP will require some testing but just be sure that bigger and more meaningful/involved things happen per session and you should be gold. Instead of just defeating a bandit captain you're stopping a coup by a half-dragon and saving a precious NPC, etc.
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>>94718060
One of the creator gods from dwarven/gnomish lore mixed with a well flavored oath of the ancients could work. I know it's usually nature flavored but that's an easy change.
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>>94725089
>As in, the character's Speed wasn't reduced 15 feet through movement.
Oh, so something that doesn't happen didn't happen, thanks for clearing it up, genius, your speed is never reduced by moving.
> But if your Speed is an abstraction,
It isn't abstract at all if you don't have a draft between your ears. It's a value that determines how much you can move on a turn, called movement.
>who's to say that reducing it doesn't remove the Speed you've already used to move rather than the Speed you haven't moved with yet?
Because speed and movement aren't the same thing. You don't lose spent movement because your speed is reduced, that would be idiotic.
>or how your Speed is modified when considering effects that increase or reduce it.
>then why does reducing your max Speed reduce your current possible movement?
Because you can only move in a turn up to your speed. If your budget changes after you've already spent stuff, you can't keep spending when you're in the red.
>Your Speed score has nothing to do with the amount of movement you have remaining.
If it has nothing to do, then why do you claim it is reduced and spent when you move.
> In all those cases, the player gains movement independent on their Speed.
No, in all those cases you are moved outside of your agency. Those are not factored in your movement because movement is your active use of it on your turn. Anytime anything lets you move outside your turn, it never says you use movement, it says "can move up to its speed" using speed as the limit once again, because movement is a voluntary mechanical decision, being moved is the result of that which other forces can exert on you. Literally no effect says
>when you push a creature, it gains up to 10 feet of movement (your choice) that can and must be only used immediately (no reaction required) to move against their will away from you
It says
>you push a creature up to 10 feet away from you
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>>94725945
2024 is mostly the same and even better than 2014 in some ways (classes). If you can find a '24 group, get one, but most people are still running '14.

Take what you can get.
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Hi, long time npdnd'er, but a shy guy in our game group really wants to gm a one shot of 5e so we're all going along with it. I don't want to have a shit time and want to know enough of the rules to make it go decently quickly at least or otherwise help him not all his spaghetti. Is there a shortened pdf of the 2024 official free rules, something like a quick reference sheet or 2 or something that breaks down each class and abilities? He's premaking the characters. Trying to have an open mind about this one and have fun despite the sinking feeling.
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I hate backgrounds so fucking much
They pretend to go out of their way to free up roleplay by not making stats tied to species, and then they pull this shit, pigeonholing you so much worse
Why
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>>94726157
Thanks anon been on the site long enough to look past tone. Reworded the unseen bit:

>If you can not see an enemy, and you wish to attack it, your character needs to have sound reasoning for targeting a space other than its last known location.

>Blinded: See above, If you can not see an enemy, and you wish to attack it, your character needs to have sound reasoning for targeting a space other than its last known location. Wisdom (perception) checks and other ability checks can help discern an enemies location when you don’t know their location based on sight

Weirdly the prone thing is intended for player benefit, it always felt disappointing to me as a martial to basically have to choose between grappling and sentinel if you want to (successfully) slow down enemy movement. So many casters have access to misty step and its alts I figured it wasnt too harsh. I'll try to find a middle ground.
The init thing is mostly to take the 'decision' out of players hands because an extra dice roll is faster than two players going "umm do you want to go first? ...I'm not sure". I know it sounds obnoxious but it's quicker with my group at least.
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>>94726356
retard
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>>94726356
How does it pigeonhole you worse than tying it to species would? If you can't custom background something that makes sense for your character I worry how you manage to remember to breath.
The previous system meant if you wanted to play a specific class/background you either chose a race you maybe didn't want to play or you gimped youself.
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>>94726388
>custom background
amazing that you think every table allows everyone to show up with a custom background perfectly customized to their needs
>it doesn't matter because you can houserule anything
same cope
>>
>>94726459
Sounds like a you problem
>>
>>94726459
>>94726459
Custom backgrounds are RAW, and at least in th '14 phb, in the book before the sample backgrounds wotc had to spoonfeed to mouthbreathers.
>houserules
you were the first person to bring those up
>>
anyone play '24 yet?
I assume the basic rules are mostly the same, so is ranged combat generally a lot stronger than melee as in '14?
>>
>>94726459
>houserules
>in the dm guide
>>
>>94726565
Yeah, but most of our group is some form of mage (a Sorcerer and Warlock as PCs, a Druid and a Fighter as NPCs we get to pilot in combat, and a Cleric/Wizard as the DM-controlled one) so we haven't really played with ranged martials much.
>>
>>94726588
lmao, they moved the explanation on how to make a background for a player character from the player handbook to the dungeon master guide?
>>
Can elemental monks grapple people at a distance while their elemental mode is active? Like, can they hold someone 15ft away from them in a grapple after their turn ends?
>>
>>94726358
>Weirdly the prone thing is intended for player benefit
Interesting, I suppose that justifies it to an extent? I'd let it rock in play to test then, it's not terribly intrusive as is.
>mostly to take the 'decision' out of players hands
Then a concrete rule for how it falls such as you deciding it or using DEX etc is better than something that prompts further action, in my experience at least. One less action for them to delay on at all. I still think the unseen stuff is worded weirdly because "sound reasoning" is really vague. If anyone winds up blinded or hidden just being told "you can make educated guesses or reorient yourself in a way that cover is removed; hiding only works when you have something to hide behind." Cover shooter logic: you know where someone might be, so you can take potshots and risk it, or if you scramble behind their wall you have a direct line of sight - and vice-versa.
>>
>>94726565
Melee is better than ranged in '24 due to the Masteries.
>>
>>94726856
lmao no
>>
>>94726856
Even if melee out damaged ranged options by like 25% (it doesn't), it would still be worse just by virtue of ranged attacks having the option to pick their targets freely and minimal risk to the attacker.
>>
>>94726924
>minimal risk to the attacker.
Oh no I might get make-believe hurt when I'm make-believe hurting other people! Oh that's just the worst, I can't handle the stress, I need to just snipe from the backline where my shit DM never sends enemies.
>>
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>>94726974
sorry anon, but in the realm of make-believe cooler=better, therefore melee will never be better than ranged
>>
>>94726856
ranged weapons also have Masteries
>>
I just loathe enemies causing stun.
Nothing is less fun then waiting 5+ minutes for your turn, just to get stunned and have a chance to break out. why the fuk does any gm put this shit in? definition of no fun
i regularly gm and never put that shit into any of my goons. i dont mind negatives or other conditions that force me to rethink or change strategy, as long as i can still do shit. is there any way around it? besides stacking saving throws which is still always just a chance.
>>
>>94727031
>I Vex with my bow so I get advantage next turn
Okay. If you were melee you could have just gotten advantage twice in the same round and attacked four times.
>>
>>94727101
break down this 4:1 attack advantage for me, I must be missing something
>>
>>94727101
>maximum damage from the attacker.
Oh no I might deal make-believe damage to make-believe people when I'm getting make-believe hurt from other make- believe people! Oh that's just the worst, I can't handle the stress, I need to just smack from the frontline where my shit DM always sends enemies.
>>
>>94727128
How?
>attack with a Vex weapon, make a Nick weapon attack with advantage, extra attack with a Vex weapon, bonus action attack with advantage
You could also do the opposite so someone else or you next turn has Advantage on the next attack there, either is fine.
>>
>>94726588
>>94726625
Are they in the PHB or the DMG
>>94726527
Obviously the '14 ones are irrelevant
>>
>>94727170
Yes
>>
>>94727154
I don't think Nick lets you take a second offhand attack unless I'm reading it wrong, then again I just came back to /5eg/
>>
>>94727238
It does. Normally you can make one as a bonus action, but nick lets you get another for free.
>>
>>94727254
it does not
two-weapon light-fighting allows one additional attack as a bonus action
nick allows it to be taken as a free action
neither allows a third secret option. you cant stack effects from one feature

Dual weapon fighting, however, would allow a 4th attack, as it's a separate feature granting the 4th attack.

Atk 1:
Shortsword
Scimitar (adv)
stow scimitar

Atk 2:
Draw Longsword
Shortsword

B. Atk:
Stow Shortsword
Longsword two-handed (with adv)

Best option there is 3d6+1d10 and they have disadv on their next atk
>>
>>94727327
>free action
no such thing
>can do for free
yeah, we both said the same thing, only difference is I actually know the rules
>>
there seems to be some disagreement online as to whether you can attack 4 or 3 times with twf + Nick at 5th level
has one of the developers weighed in on RAI?
>>
>>94727387
yes
>>
>>94727396
>>94727387
Crawford says you can attack 4 times at 5th level IF you use Nick + the bonus action attack from the Dual Wielder feat
otherwise I don't think it works and I haven't found any other dev commentary on the question
>>
>>94727427
well, according to "someone I know who asked Jeremy Crawford at Gencon", according to Treantmonk
>>
>>94727427
that's not what dual wielder does nor was it what crawdad was talking about
>>
Has anyone here bought Descent into Avernus on Roll20?
I will suck your dick if you create a new game with it, invite me and promote me to GM. I just need the maps and sheets and shit.
>>
>the fucking dual wielder debate again
Seriously?
>>
>>94727835
it's low-effort (You) farming, there is no debate at this point
>>
>>94723158
im starting to think maybe the real room has a door, that only opens when people stand in specific location/ activate button in the mirror side room(s), so it's about going into those mirror rooms, and something like if they all go nobody can go through the door, if only one goes he has to fight a lot of clones, etc

maybe one solution could be related to moving somewhere so the mirror clones move to the right location in the real room or something
>>
Is there anything in 5e that fits the role of an "elder god" that players could actually interact with? Or is it just homebrew and "ooo spooky visions and cults"?
>>
>>94727919
5e is a system not a setting
>>
How would you homebrew an INT-based warlock?
>>
>>94728007
the exact same as it is now, just swap everything CHA based with INT
>>
>>94727937
Technically it's a multiverse of different settings.
>>
>>94727437
Trust nothing Treantmonk has to say about any subject, he's a moron.
>>
>>94728074
My D&D setting isn't part of any multiverse. So there.
>>
>>94727919
Elder evils from the Far Realms like Dendar, Hadar, Father Llymic (which has a stat bloc from the AL module Death of Szass Tam, etc
>>
given that we already have shit like drow and yuan ti as races, why not mind flayers? You can easily explain nerfing their psionic powers into the ground by saying they lose those when they disconnect from the elder brain. Mind blast could just be replaced with mind sliver
>>
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With the battle concluding, you ascend through the dungeon's halls, stepping your way through blood stained stairs and the occasional loot-stripped goblin corpse. As you make your way to the entry, the first rays of sunlight become visible, yet-
>THINK YOU'RE SMART, HUH!?
A familiar voice. You step down to gaze into a pathetic figure dying on the cold stone floor. More a corpse than a man, his next words are almost unintelligible.
>The guy who hired you'ze - They'll just do the same to you.
>Oh, adventurers used to believe in things. Honor! Respect!
>Look at you! What do you believe in, huh!? WHATDOYOUBELIEVEIN!!!!???

How does your character react?
>>
>>94728310
sure go for it. I mean if you're importing all the lore around them then they'll have a hard time convincing people they're friendly but as you said same goes for Yuan Ti to a lesser extent
>>
>>94724118
yeah thank christ im asking how to set it up so it doesn't fucking crash and burn in the first three sessions right?
the main issue is scheduling, so im trying to set up a west marches game to test out if i can run it so sessions are self-contained per dungeon run

im just trying to get tips on setting up episodic dungeon runs, and how to integrate socialization to placate the less combat oriented players
socialization encounters in dungeons is the most straightforward, and having a "wind-down" after the run for socialization in the hub seems about right
never run a game of this type so im just asking for pointers

>exploration
idk, players never gave a shit for that part in my game, but ill fix something up, doesn't seem too fucked to do
>>
>>94728448
exploration isnt just hexcrawling in the woods
it's literally anything like dealing with locked doors, traps, a fork in the road, secret doors in dungeon, puzzles, etc
interaction with hostiles = combat
interaction with npcs = social
interaction with environment = exploration
>>
>>94728509
the plan so far is designating like 4 dungeon options for players choice(tm)
enviromental exploration is straightforward since im confident i can cook up a lot to do in the environment
combat is self-explanatory i think
the social aspect bugs me somewhat, since i dont know how to combine it with combat with the planned system

a sample would be something like relic extraction, where theyd have to steal something and have to scheme through a camp?
that'd probably be cool, esp since players say their preferences for the session and i can prepare the combat-noncombat balance accordingly
>>
>>94728613
>the social aspect bugs me somewhat, since i dont know how to combine it with combat with the planned system
Gonna go a bit wanky philosophical elementary here, but it's important if you don't grasp the three pillars yet. The core of an RPG is choices. You make choices that you think your character would make in the scenario they're in and simulate the results either through DM arbitration, mechanical resolution, or both. Dungeons provide exploration and combat by design, but can also provide a socialization angle. If as someone else said combat = interaction with hostiles, then not all NPC entities should exist exclusively as hostiles. Maybe they're also squatting in the dungeon and want to trade rather than fight. Maybe they're seeking aid for something and can offer intel about other areas contents or treasure. Maybe what starts as a fight is interrupted as a leader realizes that the PCs aren't their enemies and it's just a misunderstanding, so combat becomes social interaction to smooth things over.
That's just within the dungeon though. At the end of the day, choices in games matter because they're attempts to resolve conflicts, be it external (that guy's trying to kill us), internal (but I don't want to kill my uncle), to even player intentional (I wanna know more about that cool lore he mentioned). Choice architecture exists mostly mechanically in combat, but doesn't need to be nearly as fleshed out mechanically for exploration or social, just enough to simulate an outcome's likelihood and ways of influencing that. So now you just need conflicts with other NPCs that can generate a non-combat interaction that has a narrative conflict that can be resolved with or without mechanical scaffolding.
>>
Examples of social conflicts that can be taken many directions:
>The PCs have loot to sell from a dungeon but it's all ancient coinage that could get them in trouble if the local duke discovers someone's been desecrating the family tombs. Finding a fence discreet enough is a conflict of communication and info gathering and could expose the group to unsavory or violent types
>Exploring another dungeon reveals clues connected to a past cold case crime that can be followed up and avenged, but the conspiracy deepens and a warning comes to drop the investigation or the PCs loved ones will be in danger
>Word travels of an adventuring party that has cleared the latest dungeon, but it's another NPC party claiming credit for the PCs' actions; going directly to attack them would ruin their status with the town, but evidence must exist that proves their falsehood, if the lost reputation is worth correcting to the PCs
Even as simple as
>the shopkeep tries to underpay for the PCs' gains
is a conflict that can be taken different ways, through bribery, determining that they know the true value, ways to incentivize the trade for a better payout, threatening their reputation, etc.
Basically any scenario where the outcome isn't certain and can change circumstances the PCs are operating in is a conflict. How they respond to it can change the resources they have available to them, be it having to spend hours in jail on a false arrest they didn't resist, to drawing unnecessary attention to their links to a noble by using their name to avoid interrogation, to being on the lam after attacking the guards who came to arrest them. A DM isn't writing a story for the PCs to act their parts in, they're designing scenarios for the PCs to make impactful decisions in.
>>
>>94728613
fill dungeon with creatures that make sense
it will also make sense that some dont immediately fight and can be interacted with socially

example the party sneaks through the kitchen trash chute into the dungeon and encounters the kobold cook slave of the ogres. maybe he helps them if they can convince them, or raises the alarm

another classic is the rival party of adventurers. not gonna murder them, but usually extreme conflict. bonus points if you make them rivals/opposites, for example if the party has a cleric of trickery, they have a law cleric, etc
>>
Thanks for the honest discussion to everyone replying.

>>94728705
This is the way I'm intending to run it.
Due to being a West Marches campaign I am still a bit worried about people wanting to have sessions "within the hub", since they become uninteresting circlejerking around a tavern for 4 hours of actual time, and it's something I want to avoid, but that's solved easily with discussion with players.
I was looking for confirmation about having minor factions loitering in the dungeons/wilderness and it seems that's going to work as intended
>independent explorers
>smugglers
>bandits
along with non-negotiable kill squads to force a sense of tension, danger and competition with loot on the line.
The main session planning goes with the default Teleporter McDispatcher who does basic recon on the dungeon and debriefs players on what's inside with unreliable information.
The main consequences of their action should be felt within the hub, by other player parties and general story direction, something that should come with "domain level" play when I can see players are engaged enough for the long haul.

>>94728746
The rival parties will be implemented with the Hub, as "comrade" explorers and optional hooks to have the players engaged with artificial competition, along with other player parties for actual competition.

The more I write, I think the whole premise might be "overcooked", but once I get a "public bulletin" board going for the players it should feel like their choices have impact and spark the intended competition to keep them scheduling sessions.

As added context, the Hub itself is planned to have a hodgepodge of factions so the players can have the "my niggas" moment, but interaction inside the hub is limited to text or discussion over beers, away from the table so that it doesn't bog down the session.
I want to reserve the "player spotlights" to where they matter- benefiting the party in actual gameplay, not in a tavern seducing the waitress.
>>
>>94727937
Thanks for the useless platitude. If I asked for a good stat block for a spellcasting dragon would you also provide such drek?

>>94728287
Thanks, this is what I was looking for.
>>
How do you guys differentiate between Dragonborn clans and Dwarf clans?
From my interpretation of the info in the 2014 PHB, it seems like in Dragonborn clans the emphasis is on self-sufficiency or at least that's the ideal clan set-up. Every clan should be able to feed itself, protect itself, clothe itself, etc. all down to the individual Dragonborn.
In contrast, Dwarf clans work with each other to shore up the deficiencies of the other and they collect each other into a mixed-clan nation. In this sense, Dwarven clans act almost like a caste system, with each clan with a specific inheritable role in society.
Because of this, while both honor and cherish their clans, Dwarf clans end up being much more all-encompassing in the lives of its clan members since they have to conform to clan occupations and other expectations more than Dragonborns who are encouraged to find their calling, just as long as it helps the clan's survival (no useless shit which depends on what they value of course)
>>
>>94727427
You can probably get 4 at 5th level even without Dual Wielder.
>>
>>94728849
What the fuck even are "West Marches" campaigns. From what I've seen they seem more like RP chatrooms where people play whatever fictional cosplay they want more than playing DnD.
>>
>>94729076
Basically, yeah.
I have a fuck load surplus of players who can't schedule for shit, so a sandbox session-based game in a shared world is the solution I came up with.
Those who want to play get to schedule between themselves, while allowing for people to drop in when they get the "itch" to play, without bogging down every single player in the group.

All in all saves me a fuckton of time because I realized the real fun and meat of the game is running a dungeon instead of constant improv at the players "lol what if le.... chaos >:)" bullshit.
The social RP chatroom shit comes after the session is done, or separately at gatherings.

All sessions are done at an IRL table, web games suck donkey-cock.
>>
>>94728437
>What are you talking about? Nobody hired us.
>>
Its fucking wild to see how you kids try and backport to a better form of game and still fuck it up because you're stuck with 5e.
>>
>>94717050
I wish
>>
>>94727348
while yes it's not a free action it is a free attack stuck onto the attack that triggered it.
if you were 12% less autistic you may understand such a thing
and if you were 10% more autistic you may understand that you're incorrect about TWF granting a 4th attack
>>
>>94729588
>t. Threeaboo
>>
>>94729588
Jokes on you, I still play games and have fun and that's the only thing that matters
>>
Doing some preliminary research/5eg/. I want to introduce the four arm version of Vedalken into my world, but I'm wary of what possible mechanics this might break. Does anything in particular come to mind? Obviously double the arms does not equal double the actions, but I'm unsure if anything is broken just by being able to hold double the items at the ready.
>>
>>94730044
Look at thri-kreen.
>>
>>94729019
Oh I just gave the Dragonborns a Kingdom so they have a place you can go to
>Main Kingdom is where you can find a variety of Dragonborns, Red, White, Gold and Bronze for example
>Smaller Kingdoms, ones built specifically for a type of Dragonborn that prefers specific climates also exist so a Kingdom for Red Dragonborns would exist in warmer climates and a Black Dragonborn Kingdom would exist in the Swamps where they do business with Lizardfolk
>Other Dragonborns can live in typical pre-existing villages and towns if they want
>>
>>94730049
Yeah my issue is that thri-keen have two inherently weaker arms, vedalken seem to have 4 equally strong arms. I *think* being able to hold 4 swords at the time or whatever doesn't make them stronger because they can only attack with one per action anyway, but I'm just being cautious.
>>
>>94730152
>not the superior worldbuilding of Dragonborn being servitors of the various dragons they correspond to
>>
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>>94730271
I'd rather not
>>
my party kinda needs a full caster, wizard sorcerer or bard?
what are the advantages of each one?
>>
>>94730281
Cringe. You could have had dragon-cities.
>>
>>94730296
Wizard has the most spells and best spell progression.
Sorcerer is Wizard Barbarian. Metamagic is crazy, and depending on the subclass you can be the most versatile caster in the game.
Bard is Bard.
>>
>>94730253
>4 swords
Or, you know, a two-handed weapon, a one-handed weapon, and a shield. Or two one-handed weapons, a spellcasting focus, and a shield. Or...

You can see where this is going.
>>
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Could someone post examples of mages/wizards in a regiment wearing a mage-specific uniform? Doesn't have to be FR specific.I feel like I've seen only a few examples of mages wearing actual battlemage distinct military uniforms outside like battle psykers from 40k.
>>
>>94729118
>All in all saves me a fuckton of time because I realized the real fun and meat of the game is running a dungeon instead of constant improv at the players "lol what if le.... chaos >:)" bullshit.
>The social RP chatroom shit comes after the session is done, or separately at gatherings.
bruh idk wtf kind of people or games you're playing but interacting with npcs is way more fun than 5e's shit combat
plotting, scheming, planning, rescuing, betraying, etc. Those are fun decisions. Unlike "i attack I move I cast fireball".
Idk what the fuck you guys are doing with your games if you find 5e combat more interesting than hard choices outside of it
>>
>>94730296
Is there a cleric or druid present already? If not, not having a wizard means your party has no rituals. No rituals means no easy access to most utility spells. This can be a great thing for the campaign, or a let down. Depends on your group, dm, and what kind of games you want. Personally I love groups without all the ”necessary” problem solving spells tools available, but some people don’t like it.
>>
Does Heroic Rally mean that the Champion does not regain hp outside of combat???
>>
>>94730563
(You)
>>
>>94730649
In '24 rules anyone who has a ritual spell prepared can cast it as a ritual.
>>
>>94730563
There is quite literally no reason to play 5e if you don't like the combat. Every single other part of the gameplay experience you can mention is functionally unsupported by the tiniest bit of content.
>>
How do the mind flayers and phrexxians feel about each other
>>
>>94730926
They don't exist in the same multiverse, so they don't have any opinions on one another. It's like asking what the Borg think of the Terminator.
>>
>>94730044
>>94730253
The most impactful benefit that Thri-kreen don't already get would be the use of a two-handed weapon alongside a shield.
If it helps, Vedalken are frequently presented as total nerds, so you could probably justify having all of their arms be 'weaker', so it could be as simple as giving them disadvantage to all Heavy weapons, like what small races get.
>>
>>94730253
>what's wrong with giving a race longbow + shield in a game where all combat is carried out almost exclusively with longbows
>>
>>94730727
No, why would you think that?
>>
>>94730930
I thought MTG and D&D were linked?
>>
>>94731057
Only as a mechanical leaping point to planeshop between worlds in a campaign setting, not as an actual exchange in lore and culture. There's 5e material for FR and MTG, and spells that let you go to different multiverses. But that is by no means "these worlds are interconnected."
>>
>>94730988
Longbows are weak though. A Ranger specced into Longbow has like the lowest damage of any class at every level.
>>
>>94731069
so instead of being a single circle the multiverse is more akin to a venn diagram with something like ravnica existing in the middle?
>>
>>94731082
I wouldn't even say that much, it's much more one-directional of a vector. The multiverse is more like several shows and sitcoms that can occasionally have crossover episodes, but never integrated plots or worldbuilding. The Muppets can appear in any universe but that doesn't make the Muppet universe influenced by the Oscars or Game Awards.
>>
>>94730988
>>94730962
I dunno, i feel like having four arms doesn't negate the unwieldiness involved in trying to make use of a sword/Shield while holding onto a 6 foot long bow. I figure just because you can hold them doesn't mean you can use them as normal.
>>
>>94730870
There is quite literally no reason to play 5e if you only like combat. Every single part of the gameplay experience is better done in other editions.
>>
>>94731148
Realistically, it probably would be awkward. The four-armed individual would need to hold their shield-arm in certain positions whenever they shoot the bow. Like imagine holding the bow in the upper right hand, a shield in the lower right hand, keeping the lower hand on the outside of the shield, and then just drawing with either left hand. That's not that bad, and adding a sword to the process just means holding your other left arm out of the way.

RAW though, nothing prevents it or causes any problems, because PCs are expected to be able to be able to swap around their weapons and stance pretty easily. A Thri-Kreen PC can already use a longbow alongside a pair of scimitars.
If you want to make it hard for four-armed Vedalken to have trouble using Heavy weapons alongside shields, then you need to explain what that means mechanically in the feature that is giving them four arms.
>>
>>94729813
lol guess again
>>94729848
I'm glad your content to be retarded. Its entertaining to watch.
>>
>>94731374
Yeah that's what I figure. Fortunately no Thri-keen in my world so I'll just make sure to word the feature carefully.
>>
Need help. Plan to run oneshot/short game set in a village near the marsh with a hag as an antagonist. She is to have a lair in the marsh, but hangs out in the village disguised. I want her to pose as an elderly hunter (wife died some time ago, children moved - so he is alone; has a reason to wander into the marsh alone for long periods of time). What are some good ways to have her interact with PCs and fuck them up (I thought of leading them into an ambush while posing as a guide) but also avoid suspicion? My idea is to have a local herbalist to also fuck them up (because the hag planned it, of course). Any better ideas, or other ways to improve it?
>>
>>94731692
the "guide" pretends to hate the hag and offers to help the party navigate through the swamp to reach her lair. he says the hag killed his wife etc
as they travel they encounter quicksand, poisonous plant, etc that the guide fails to warn them against, or has some poor excuse. increasingly the party should grow suspicious until the reveal
dont overestimate player's ability to ancitipate what seems like an obvious ploy, in my experience you need clues in there or they will never guess it. Ideal of course is they guess exactly on time they get ambushed
>>
>>94730519
There's a book&netflix series called Shadow and Bone where all the mage regiments of the army wear stuff like this.
>>
>>94731692
Get her to sell them some meat foods made of the other other white meat as in human/elf etc
>>
>>94730727
turns still happen outside of combat.
if it was combat only it would be worded like champion's free heroic inspiration ability. Which is combat only because free inspiration every turn even outside of combat would basically just mean permanent advantage on all skill checks and environmental saves.

>>94731130
>The multiverse is more like several shows and sitcoms that can occasionally have crossover episodes, but never integrated plots or worldbuilding.
Spelljammer says otherwise. Heck, my group is finishing up what basically amounts to D&D kingdom hearts right now. We've been on like 7 worlds and 5 different existential planes, and just killed an undead world-spanning BBEG with a predilection for making copies of herself. We didn't even start as a spelljammer campaign, though we did end up doing some spelljamming, the planeshopping started because we took so long on Witchlight that by the time we got back to the Carnival it had moved on from Toril to Eberron, and since then every time we've been given a blind portal or teleportation option we keep taking the bait.

Also, MtG characters have shown up in official D&D setting modules twice now. So they are shared multiverse. By all rights, the Blind Eternities and the Astral Sea are the same thing. Which also means that Aether and Phlogiston are the same thing, whcih makes sense because they're both quite flammable.
>>
>>94731766
>the "guide" pretends to hate the hag
I wanted to keep hag's existance secret for as long as possible, only revealing her as a hag once the PCs reach her lair. But "not overestimating players" is indeed a good advice.
>>94732110
She mostly feeds on local bullywugs and is inlikely to waste such delicacies as human meat on others. Besides, it doesn't really harm PCs.
>>
>>94731692
Have other villagers direct them towards the hunter if they try to ask some detailed questions about the swamp.
I wouldn't have the hunter guide them directly. Instead, warn them of a number of imaginary dangers which sends them on a circuitous route through the swamp into a series of actual dangers.

Perhaps she'll give them a crudely drawn map, but if they come across any intelligent humanoids in the swamp (goblins, lizardfolk, etc.) and decide to ask them, they'll deny the existence of any major dangers in the 'here there be dragons' areas. Could be that they're working on behalf of the hag out of fear of being cursed and don't like her very much either, and so they can be more easily convinced to point the players in the direction of an actual safe route.

Have them come across the hunter again at the halfway point, going through the pockets of a few dead bandits.
He tells the party that they ambushed him, that they're free to whatever coin is on the bandits, and that he's headed back to town since he was injured in the fight. If they confront him on the bad map, he'll just claim that the monsters are trying to trick them so they don't reach the hag.
The bandits can have some healing potions, one real and two potions of poison, all planted by the hag. The hag will then double-back to her cabin.

You might also consider giving the hunter a hunting dog, so that if the players do get hostile, the hag can turn invisible to flee back to her lair while the dog serves as a distraction. Up to you if it's just an ordinary dog or if it's some other monster that she changed to look like a dog to keep up appearances.
>>
>>94731180
5e is the most accessible, mainstream and braindead to learn.
I'd gladly run WHFRP or 3.pf/2e, if my players could be trusted.
Unfortunately they can't, and by now I know the system by heart.
>>
>>94732470
Agree, about 2 years ago i made my own system over the space of a few months that had everything I wanted but honestly if you've got a good group it's so much easier to just modify 5e to your needs. With how well acquainted people are to it, if you're just a casual once a week player/dm you can just pick and choose what you want from it and replace what you don't. Obviously if you're running published content that won't be as straightforward but homebrew is easy.
>>
Swarm of zombie limbs (https://5e.tools/bestiary/swarm-of-zombie-limbs-vrgr.html) + stinking cloud. How fucked are the players?
>>
>>94732116
>Spelljammer says otherwise.
ONE book does not influence the entire canon especially when its setting is as far removed from standard locales as possible and features no crossovers.
>in my homegame I-
Yeah that's worthless anon, we're talking first and third party publishing here, not your fanfiction.
> MtG characters have shown up in official D&D setting modules twice now
Do you mean in any of the multiple explicit MTG settings, or one centered on FR and adjacent universes like Eberron.
> So they are shared multiverse
Listen autism-chan, this is cute and all but "shared" is a mutuality thing. MTG having DnD sets doesn't mean MTG influences the core DnD setting, likewise DnD having setting books for Theros and Ravnica doesn't mean those books influence MTG's established lore or feature characters from FR within them. The books on the MTG settings even say where they stand in MTG canon and ways to interpret them into other canons like FR or Eberron, which means they aren't inherently shared.
>>
How to Form of Dread without body horror?
>>
>>94732889
https://www.youtube.com/watch?v=JYjDxZ_ct1o
>>
>>94715697
The miners dug up a bunch of radioactive waste from the ancient Three Mile Island Nuclear Generating Station and conquered themselves with radiation poisoning.
>>
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>>94732889
ripoff spiritual pressure from bleach
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>>94733046
I know nothing about Bleach. Couldn't pick the main character out of a lineup. I'll have to do some googling.

>>94732916
This, however, this I know.
>>
>>94733053
just spooky energy you can feel but not see, or just give them a spooky aura you can see.
>>
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we've been playing the very first dnd starter edition and want to create our own characters now
is this the most recent one?
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>>94732889
>>
>>94733218
>g*rman
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>>94733218
Thats 2014.
>>
>>94732116
>Also, MtG characters have shown up in official D&D setting modules twice now.
[Citation needed]
>>
Why'd they make some newfag spergs jannies this round? This board is in rough shape.
>>
Why do people want to defend Lorraine Williams as this lady that tried to save TSR but couldn't due to the mean men that clearly ran the company in the ground yet still did way better by running it for like a decade? Is it contrarianism? A refusal to see how she raided it to promote fucking buck rodgers in the 90s of all times?
>>
If Mystra is the source and overseer of magic, and she's most closely associated with wizards, then why does she make sorcerers? Sorcerers have access to magic due to their bloodline, but it's still magic, it's still the weave, so why does Mystra let them use it? Mystra is usually a mentor and cheerleader for ambitious students of magic, so why does she abide nepobabies who are just born with it?
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>>94734025
It's a reaction to the prevailing narrative of the last decade, which had her cast as killing the company out of sheer malice, rather than that she just didn't know how to run a game company. She definitely wasn't a corporate raider, though--Gygax was the one who hired her, and the Blumes were the ones who basically threw the company to her to keep it out of Gygax's hands.

The truth is that nobody involved with TSR ever had any business running a company. It staggered from bad decision to bad decision, burdened by the weight of D&D's success. Collapse was inevitable, whether it came at the hands of Gygax's cocaine addiction, Kevin Blume's misappropriation of company funds, or Williams's fixation on monetizing whatever resources were available to her--including, yes, her inherited Buck Rogers license.
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>>94734126
She's not the only source
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>>94734126
Didn't her getting killed cause a lot of raw magic to go splashing around Toril the last few times it happened?
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>>94734126
Magic wants to be used, and Sorcerers actually go out and do shit, they don't sit in a tower for 3 decades fucking around with their library.
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>>94734140
I guess so but it still seems far too much to go the opposite route of a doomed savior. Though Gygax and the Blumes mismanaged things she still helped fuck it up.
I'd understand if those guys just pointed out she didn't understand the medium and went with the standard idiot MBA business format. It's even something everyone has seen before. But no, they go the opposite way, for internet points or just to bait.
>>
>>94734230
That's kind of just the nature of internet arguments at this point. When someone realizes that a narrative they'd been being fed for years was flawed all along, they overcorrect for it when forming their new opinion. Lorraine did factually save TSR from going under when she was first brought on, mostly because she did have enough of the MBA business sense that everybody else was lacking, but she failed to save it in the long run because she didn't understand what made a gaming company a GAMING company. She would have been a fantastic CFO if Gary hadn't been so furious about not ending up as the majority shareholder. But, beyond that? Nah. The company died under her.

If one wants to justify a more positive opinion of Lorraine than of Gygax, I guess it would be along the lines: she couldn't have been reasonably expected to understand the needs of a company selling the first-ever RPG, while Gary COULD have been reasonably expected to understand how to run a company at all. But, at the end of the day, they both failed.
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>>94730296
>wizard
wizards are gods at everything

>sorcerer
they're worse wizards, but can multiclass well with warlocks

>bard
they've got a very eclectic spell list, and bardic inspiration is a very useful way to buff saving throws. They also have a few very good subclasses (lore, eloquence, and glamor)
>>
>>94734529
>Wizards are gods at everything
Go to bed, Treantmonk.
>>
>>94734598
He's right though.
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>>94735125
retard
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>>94734332
I'd blame her moreover for the whole mess than Gary. She could've refused the Blumes' offer or at least talk to and coordinate with Gary regarding the shareholder situation. In fact she was already in a major CFO like position.
But she outright betrayed him in the end by taking that offer. Even if the idiocy beforehand was the only way she got the opportunity, she still took it in the end.
I could also try to say that Dragonlance and the already existing writing staff were really the ones that kept TSR afloat for so long but I haven't really researched the topic so I don't know if the volume of stuff released for it was more Lorraine or something she continued.
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>>94735418
>But she outright betrayed him in the end by taking that offer.
The Blumes TRIED to sell their stock to him, several times over, and he refused. Even after he had Kevin removed from the board, he wouldn't buy their stock at any reasonable price. So how was it a "betrayal" of her to accept the sale, rather than them just selling to someone previously unaffiliated with the company at all? He brought her into the company, and she increased her investment in it--that's hardly a betrayal. Especially not given that, when he brought a legal case to try to nullify the Blumes' sale of their shares, she offered him a $15 million settlement out of her own pocket. He refused, took it to court, and lost hugely. He was given multiple chances to not get fucked and he refused every single one. That's not betrayal, that's him having his head up his own ass. Which is admittedly consistent with the fact that he signed the same contract he insisted every employee sign, granting all rights over material produced at the company to TSR, and then turned around and tried to insist to the board that it didn't apply to him and he retained all his rights because he was E. Gary Gygax.
>>
total retard newfag here how do i play a wizard? what spells should i get?
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>>94732590
Real shit.
Every time I give shit to my players about a system that does what THEY want, but better I get hit with
>"Yeah, but I don't want to learn a new system."
After running this shit system for years, I'm used to most player bullshit and it's just so easy to throw shit together for a few nights of drinking that I don't even try to expand anymore.

The worst part is that they're so ingrained into DnD, that the one time I ran WoD for two "good players" and two newbies the so called vets cried that they felt sidelined because they invested so much in combat that their brains imploded when the newbies took full advantage of their social skills and fully enjoyed their game while the other two had almost nothing to do.
Also complained about "balance". In a WoD game. That was mostly about mystery and plotting.
C'est la vie.
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>>94735742
As the GM you can decide what you'll run. Just tell them you are running x system. If they refuse, well it's up to you whether you want to play 5e with the scrubs, find new players, or do something else with your time.
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>>94735956
Works in a white room, but small town blues with friend circles keep me from it.
I'm happy enough with it, at the end of the day 5e is solid enough and I don't particularly mind running it. A whole different story when I play and I get theatreshit over 5 sessions in 3 different games with no combat.
A small vent never hurt noone.
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>>94735993
I wouldn't want to be ventilated, personally.
>>
New DM here. What's up with short rests? My party has to regularly take an hour long rest?! Seems weird and breaks up the tension. Last time they did it I just got the enemies to ambush them but the players got shitty. I'm thinking about reducing it to 10 minutes and maybe limiting it to twice a day or something. Is that going to work? I suppose I could also tell my players to go fuck themselves.
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>>94715605
>2024 DMG
>https://easyupload.io/2kvpen
Gone, I think. Unless it's just lying to me
>>
>>94736623
The easy fix is
>A short rest is a period of downtime, at least 15 minutes long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
>A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.
>A character can't benefit from more than one short rest in a 1-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Keeps them from spamming the rests by throttling the frequency to the same one-hour period, while also keeping the rests from breaking the tension in the same way by making them closer to the amount of time you need to catch your breath.
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>>94736623
they dont have to, your players are just shitheads. limit it to 2 or 3 per day and maybe think up a random table to roll on
like 1d6:
1-3 nothing happens
4 they need to use 1 ration each or reduce 2 hp
5 roll 1d6 and that number of the party feels poorly and loses 1d4 hp until their next short or long rest
6 the party gets ambushed and will have to fight 1d6 (creature of appropriate level)
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>>94737081 (me)
clarification: "nothing happens" being "a short rest happens as normal"

loss of hp happens *after* they finish the short rest, so they cant roll extra hit die for it

and the combat *replaces*/happens *during* the short rest, so either no hit die, or maybe 1 singular hit die.
>>
>>94736902
fivey tules
down the load as MD, convert if needed
>>
How would you handle "you notice that the forest is too quiet, with less noise than you'd expect in this time of day and year"? Allow only some classes (like druid or ranger) roll for perception? Or allow everyone? Or allow nature check? Or even nature(wis) check?
>>
>>94735578
Read the ones you can get for your level and pick the ones you think are fun. Balance between attack and utility spells.
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>>94737288
>attack
Clearly you meant "control".
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>>94737256
>Perception (Wis) to notice it's quiet
>followed by Nature (Int) or Survival (Wis) to realize it shouldn't be
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>>94736623
an hour long rest to patch up wounds, drink water, take stock of equipment and supplies, socialize with comrades and perform eventual religious or cultural rites before continuing the trudge into deadly caverns and fortresses is a lot less jarring than recovering from nearly all that ails you in the span of a good nights sleep.
Personally, I use short rests of 8 hours and long rests of 10 days. This is the "gritty realism" (loathsome name) option from the DMG, but I'm extending the long rests even further since tendays make it easy to track the passage of time.
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>>94737492
I think the first one would just alert them anyway, so just rolling survival should do.
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>>94735536
Where the fuck are you getting the idea he didn't want to buy the stock? He made at least 1 attempt beforehand but couldn't due to the bank. And after that the Blumes raised the price for each share to even higher, likely to spite him for Lorraine who had more money.
>>
>tfw no drow GF
Sigh...
>>
>>94718837
the question is the 30ft range boost, not the actions.

>>94719154
you're 10 years late to the party, i already did this calc when tabaxi first dropped, then as typical, had all my notes cribbed by D&Dtubers.
I swear I am single-handedly keeping these fucks in a career.

>>94736902
both the 64 bit link's PHB, and the DMG link are dead.

Catbox won't take the DMG file because it's too big, which means we have to keep putting it on easyupload, which is a lot worse about files staying up forever.

If anyone knows how to shrink a PDF file's size I'm all ears to permanently fixing this.

Or we can just upload the first one that was a beyond rip with no pictures, i'm pretty sure it's under file size.
>>
>>94736623
1/10 apply yourself.
>>
>>94737256
That's a Wisdom check that I would argue only qualifies for Survival proficiency bonus. Noticing it's quiet is easy, because you're not hearing anything. You can't NOT hear nothing and make it still quiet. It's noticing the volume discrepancy that matters, which comes from experience and understanding, not rote knowledge.
You generally should never stack multiple checks into one single realization unless it's overarching and integral to the current scenario arc. Adding multiple stages of checks like that just creates more room for failure, and allowing everyone to just make the group check negates the point of limiting it to the nature classes or trying to make it difficult. Prompt the party on what they're doing when you establish the scene in the forest, and whoever seems closest to trying to gather information on their surroundings, give them the check. If you really must, make it a group check with a low DC like 10 or 15 so it isn't just made redundant by one class with big number.
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>"Guys I don't feel well. Let's have the session next week"
That's quite alright I still have another group in the evenin-
>"since only anon confirmed that he'll be there let's do this another time"
I hate online games! But thinking about those games gets me through the week. I feel empty now...
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>>94737761
Did same gritty rest rules in my last campaign. Really enjoyed them and I was hesitant to go back to the normal rules, everything feels too easy/low stakes with normal rest rules.
>>
>>94737761
>>94738691
I swear people who run this variant must only have like one combat per session at most. Traversing an entire dungeon with SR/8Hr LR/10D rules is like a death sentence unless your party's characters are minmaxxed to hell and they had the money to stock up shitloads of health potions.

And I at least hope you have the mercy of allowing LR class abilities to recharge on the 8Hr short rest then.
>>
If I put a bag of holding over an enemy's head then rip a hole in it, do they get decapitated, RAW?
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>>94738844
Duh
It's literally built to turn the adventuring day into an adventuring week.
>>
>>94738844
The Gritty Rest variant is just an alteration to the pace of encounters. You can still get through as many combats. There's just more in-game time that gets skipped over between them.

It works best when you want a game that involves overland travel and overland encounters that can be something mild like a few goblins or bandits on the road, because the consequences of that ambush will last with the players until they stop to rest for a whole week.
Dungeons themselves likewise need to be more tame, but consider that according to encounter guidelines, players could expect 8 medium encounters with 2 chances to short rest amid them.
Having a 4 medium encounters or 3 and a few easy ones is sufficient for a decently sized dungeon. You use fewer and less dangerous enemies, and you get to focus entirely on the resource management, since even a short rest will require the party to retreat for a day.
And obviously, you can have more healing potions included in treasure in order to help the party along if you want to have larger dungeons.

It isn't as good for sprawling megadungeons which might take multiple days to clear even with long-resting, but it's a variant for a reason.
>>
>>94738655
Last Christmas:
>ask group if everyone is good to go tonight
>2/4 responses
>"okay, guess we're skipping tonight"
>several hours later (1 hour before usual session time) get another confirmation
>person who previously confirmed made other plans since they thought session was canceled, can't attend now
Such is life
>>
>>94738844
>And I at least hope you have the mercy of allowing LR class abilities to recharge on the 8Hr short rest then.
Nope. I played wizard that campaign too, Makes you get really creative with shit before you use spell slots.
>>
>>94737841
>Where the fuck are you getting the idea he didn't want to buy the stock?
The Blumes made three offers to TSR to sell their stock, which the bank wouldn't allow because the bank wanted company funds to be used to pay down the LOC. However, per the shareholder agreement, after each attempt to sell stock back to the company, the shareholder agreement allowed them to make their offer to individual shareholders. They did, three different times, and Gary turned them down each time--and we know from his correspondence that he did it because he was trying to get them to lower their prices. The bank had nothing to do with that--it had no standing to take any action on what shareholders did with their personal funds.

>And after that the Blumes raised the price for each share to even higher
Nope. Each time the Blumes offered their stock, they lowered the price. They wanted out because they thought the company was going to fail. We have the shareholder meeting minutes, so this is easy to prove. Gary kept turning them down because he wanted them to sweat and go lower. So Kevin ended up going to Lorraine because they didn't care WHO bought their stock, they just wanted to exit the company.
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>>94739155
No, they offered around 300 dollars the first time when the bank denied them the credit. Then the next big announcement was for around 500 dollars.
>>
>>94738993
there are a fuckton of instakill shit you can do with bag of holding. they are all extremely reddit and cringe
>>
Player asked for a spell, and this is my attempt.
How's it look?
>>
Opinions on the Artificer 5.5e UA?
>>
>>94740151
infusions should stay and coexist with creating magic items
the only good things out of it was the better spell storing item and the dreadnought
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>>94740151
Not as good as either of the 5e UAs
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>>94739934
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>>94739223
You're mixing your prices. The $300 per share price was the initial counteroffer from the board of directors when the Blumes had asked for more. That was the value that had been set as the book value, and the company couldn't legally offer more than book value for a stock repurchase. The bank denied the $300 because of the LOC. When the Blumes came back with $500 next time, it was them haggling downward to match the board's previous counteroffer, hoping that would get them a sale. When they eventually sold to Lorraine, it was for $350 a share.
>>
>>94740151
Terrible, because now someone's going to want to play an ardling doggirl dreadnought armorer.
>>
>>94740614
what the fuck is wrong with your group?
>>
>>94740622
The damage Little Tail Bronx has inflicted is incalculable.
>>
>>94740151
>>94740172
The Forgotten Realms sourcebooks later this year are going to include a new Artificer subclass that revolves around the spellstoring mechanic.
>>
>>94740717
Do they have a release schedule for 2024 up? I thought they just had the Monster Manual sometime this month, and that's it.
>>
>Have fun with a new dm but they have a tough time considering others pov and thinks of anything that isn't their solution as wrong
>Often have npcs jumping in telling us what we're choosing to do is wrong
>Try and communicate to them but they just try to explain why they were never wrong
>They have a recorded/streamed game with a different group going for the crit role angle where they are just a pc
>watch out of curiosity
>its actually not terrible but they literally cut off other players when they're doing something different to what they want
>they part ways with the group because the group told them they needed to stop cutting in
>they still cannot comprehend that they could ever be wrong
Rarely have I seen a character flaw so ingrained. Sorry for the blog post.
>>
>want to study magic
>choose some boring old fart as your mentor
>read books
>do chores by hand
>after a few years, become the greatest class (closely followed by clerics and druids)

>want to study magic
>choose an inherently magical and potent entity as your mentor
>delve into forgotten ruins, perform strange rituals
>after a few years, become a heavy crossbow

Why is that
>>
>>94740151
Seems fine. Nothing too exciting. I'd like to see them come up with subclasses more specific to the different artisan tools.
>>
New thread:

>>94740819
>>94740819
>>94740819
>>
>>94740755
Wizards being overpowered is a sacred cow, so Sorcerers and Warlocks have to be second-class citizens for grogs to not get upset.
>>
>>94715605
> <OP pic related>
Now I wanna go listen to "Dust in the Wind"



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