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I Cast A Spell Edition

>"New" Apocalyptic Subclasses UA
https://media.dndbeyond.com/compendium-images/ua/apocalyptic-subclasses/KKvJvHGmsJiNaafX/UA2025-ApocalypticSubclasses.pdf

>2024 PHB Scan (No more fingers edition)
https://files.catbox.moe/g8oo9h.pdf

>Cropped and rotated, but more artifacty
MjAyNCBQSEIsIE5vIFRodW1icywgT0NSZWQsIEFub24ncyBCb29rbWFya3MgdHJhbnNmZXJyZWQgb3Zlci4gCgpodHRwczovL2Vhc3l1cGxvYWQuaW8vd2Fvcm9h

>2024 DMG
https://files.catbox.moe/fd04pq.pdf

>2024 Monster Manual
https://files.catbox.moe/atd38s.pdf (D&D beyond version)
https://pomf2.lain.la/f/1en5qwum.pdf (scan, use at your own risk)

>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: >>96662694

How long does a turn take at your table, /5eg/?
>>
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>>96701902
Here's the world I work on, the central continent has a few large mountain ranges that casts large rain shadows and overlook a sea of desert. There's a line of islands that connects two drifting continents; they're dead volcanoes that left behind amazing soil, leading to massive slave colonies.
>>
>>96703262
Depends on the situation. My turns don't normally take that long, 3 attack and damage rolls. Once I start setting stuff up or positioning it can take a minute. The druid tends to take the longest, but he has spells to so I don't get salty, he's usually fairly quick. It's very rare where someone needs a bunch of time, but we're all adults so nobody cares that much.
>>
>>96703262
Depends if I'm taking it or a cuntfuck player is.
>>
>TQ
My players' turns are usually under a minute. They know I ignore meta-game questions so they've been trained to stop asking things like "Can I hit it from here?" or "How much damage have we done?" I enforce using study/influence actions when players try to do things like "Does it look weak to anything?" or excessive talking. If they don't do anything I'll skip over them.
>>
>>96703262
>How long does a turn take at your table, /5eg/?
Depends on the player and turn. Usually less than a minute. One of my old players was a sorcerer/warlock/fighter hybrid and would take a few minutes every time.
>>
>>96703262
>TQ

In table 1, a player's turn doesn't usually take more than 30 seconds, unless someone is trying something unique with the environment.

In table 2, my DM has dealt out damage when a player does not know what their character can do.
>>
>>96703262
>How long does a turn take at your table, /5eg/?
At bare minimum 15, 20 minutes. Casters often take more like 30-45. You need time for your monologue, after all.
>>
How do I handle my players rejecting RP and turning combat into “I roll,” “okay I do X damage, end turn.” Without getting the player that goes on about how he “twists his blade in an S pattern” for 45 seconds?
>>
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>>96703395
>>
>>96703395
Why does your world look so much like my parents fighting?
>>
>>96703807
You're never going to achieve the golden mean for every player. You just gotta work it out with each one, figure out what they're comfortable with, and develop it from there.
>>
>>96703807
>How do I handle my players rejecting RP and turning combat into “I roll,” “okay I do X damage, end turn.” Without getting the player that goes on about how he “twists his blade in an S pattern” for 45 seconds?
set the best example
iterate
encourage
trim the hopeless
recruit
repeat
>>
>>96703807
Lead by example. Just add short descriptions and model the behavior.
>>
>>96703807
What would be a good example of what you're looking for?
>>
i think it's ethical to use AI for things you would roll on a table randomly for anyway, personally
>>
>>96703853
Why is it that players need to be actively trained to not stagnate but DMs are constantly trying to improve?
You have to literally employ psychological and teaching tricks to try to evolve them like pokemon or they will stay boring and worthless forever, showing up the exact same at every session week after week
>>
>>96703897
Oh wow, your players actually show up every week? Damn.
>>
>>96703893
Look, if my players leave me for an AI, that’s on me. I hope they feel I give them at least a little more.
>>
>>96703890
I suppose I’m fine with however they have fun, but I get irked when I think they hate my sessions from their pained expressions, only for them to tell me I’m their favorite DM ever.

In a perfect world, they’d put energy into entertaining each other on their subsequent turns, so I can focus on keeping the game going on track. I just hate to see my players getting bored or annoyed with each other.
>>
>>96703818
Because I based it on a fat bitch and an alcoholic
>>
>>96703897
Being a good DM does require more effort/initiative than simply being a player. Its why a lot of people don't want to do it.

>>96703954
It could be that no one wants to hold up combat with extra rp or describing every attack could get tedious.
>>
>>96703897
This is why you should rotate DMs, even if they just DM a one shot. Learning to be a good player includes taking some turns as the DM.
>>
>>96703954
>In a perfect world, they’d put energy into entertaining each other on their subsequent turns

at the end of the day, it's always the same thing. Bad players consume/clear content. Good players bring stuff to the table. A DM can't just show up with nothing and consume. Bad players can, and get away with it.
>>
>>96704205
What would a good player provide? Genuinely asking how to improve.
>>
>>96704240
>What would a good player provide?
For me simply roleplaying (= acting according to character's traits, motivations, wants, etc., not= making funny voices) he naturally generates interesting scenarios, moments, scenes, dilemmas etc that provide entertaining choices for other players and fuel the dm's creativity. He feeds into the imaginary world rather than just draining it. This requires both commitment and creating (together with dm) a character that brings interesting things to the game, and of course limiting it to things that are actually fun for everyone (so no my character would kill everyone in their sleep autism)
For example, the monk with vow of poverty from last thread could sleep in the stables instead of an inn room and the next day he stinks when meeting the king etc. He could refuse to catch an important mcguffin precious gem even during a critical collapsing rope bridge sequence. He could immediately answer when offered payment for quest success that the party doesnt require it.

The exact opposite, a drainer, is someone who just absorbs content by approaching everything as a player first, with telltale signs like making 4th wall breaking or meta remark ("Ah so this is fetch quest", "i saw this puzzle in a movie here's the solution"), constantly trying to demonstrate he is the cleverest "solver" at the table, trying to speedrun through everything. The DM puts something on the table, he tries to clear it, instead of adding to it.
>>
Making funny voices is a pretty big part of it though
>>
>>96699456
No, because 4e was a completely different game. 2024 is an net-improvrment. You just think "old good. New bad."

>>96703262
Update the fucking UA before you post. Jesus, this general used to be competent. 4chan used to be better than leddit.
Now instead of leaking pirated content, you just complain about wheelchairs in other people's roleplaying games.
>>
>>96704311
Good way of putting it. When a player is just trying to solve the game without having fun it drains on everyone. My favorite players are always the ones that make me laugh genuinely.
>>
Have any of you played with having an epic boon every 30k xp after you reach lvl 20?
>>
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HEY BOSS
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>>96704557
wtf Ronaldinho?
>>
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>>96704565
Yea
>>
>>96704516
Have any of you played to level 20?
>>
>>96704582
Have any of you played?
>>
>>96704582
no, but it's because it's been a long time since I played my last game.
>>96704597
yes, but it's been a long time since I played my last game
>>
I want axe beaks to replace horses in my world but I need a better name. And chocobo doesn't quite fit
>>
>>96704597
/5eg/ plays. It's about 25% DMs, 30% players, 10% players whose games fell apart in the last two months, 20% players who haven't had a game in over six months, 10% people who have never played a day in their lives, 3% FBI agents, and 2% monkey girls trying to find human husbands.
>>
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>>96704642
I'm always available because I live like a NEET, but everyone else is always busy, especially the GM.
a little frustrating, really
>>
>>96704627
Riding cocks
>>
>>96704516
I've never seen a game get that far

Not in any game desu
>>
>>96704627
Dire parrots
>>
>>96704810
just asking because I just found out about that
It's from 5e 2014 but from what I hear everything in 5e can be implemented in 5e 2024 as long as the 2024 system is used (Backwards Compatible?)
But I imagine that also means only epic boons from 2024 can be used. Also, instead of epic boons, you can use any feat (from 2024) or ASI that is over the 20 point cap.
I will most likely never play it for several reasons, I just found it interesting.
>>
>>96704866
>ASI that is over the 20 point cap
I was wrong here, ASIs and feats only raise points up to level 20. Only epic boons raise them above 20 up to 30.
>>
>>96704642
based oldfag
>>
I need a snappy euphemism a slave heavy empire would use for former slaves that have reintegrated into society
>>
>>96705042
freedman
>>
>>96704516
I've played one epic campaign in 5e specifically and I just wrote out a progression of levels 21-30 with chatacters getting either noncombat feature, combat feature or feat/asi each turn. The players were not just allowed but expected to make unhinged abilities, because the threats they faced were just as unhinged.
>>
>>96705042
sovcit
FMotL
>>
>>96704660
>tfw my NEET player just moved in with me and my husband
The fact that we now have only one player who’s even capable of missing sessions is such a game changer
>>
I'm going to be playing bard in a 2014 5e game for the first time. I'm thinking of picking up moderately armored as my first feat. I know there are subclasses that give that for free, but I don't want to play either of them, as both my dexterity and my strength scores are pretty low so there's not much point in trying to physically hit things, and those subclasses are built around doing that.
I can't afford to take both moderately armored and war caster, would that be an issue for my spellcasting?
If I have shield in one hand, and my instrument (spellcasting focus) in the other, I can cast spells that require (S and) M component, right? And if a spell I'm casting requires S component but not M as well, I can use a free action to store my instrument away and cast it with the free hand while the other one holds the shield, right?
Since I'm not going to be attacking with a weapon, I'll never be wielding one, so I can do all this without war caster, right?
Thanks.
>>
>>96705429
>If I have shield in one hand, and my instrument (spellcasting focus) in the other, I can cast spells that require (S and) M component, right? And if a spell I'm casting requires S component but not M as well, I can use a free action to store my instrument away and cast it with the free hand while the other one holds the shield, right?
Correct, but you can also just get a material component pouch and keep your hand free at all times. Moderately Armored is a fine feat, but the biggest benefit of Warcaster is protecting your concentration, as that is going to be tested over and over again, and without either proficiency in CON saves (via Resilient) or advantage on concentration checks (via Warcaster), you're going to be dropping your concentration on spells quite often.

Commonly, casters who want armor proficiency get it from multi-classing a single level rather than from a feat, that way they can pick up either Warcaster or Resilient (CON) at level 4. There's a couple of good options.

Cleric:
>+Gets medium and heavy armor
>+Doesn't slow your spell slot progression
>-Requires 13 WIS
>-You probably don't care about heavy armor if your strength is bad

Hexblade Warlock:
>+Gives you access to cantrips that actually do damage, something bard is hurting for
>+Gives you a pact magic slot that refreshes on a short rest
>+Hexblade curse is pretty nice
>-Your spell slot progression is slowed
>-HUGE flavor tax if you or your table care about class/subclass lore
>>
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My friends agreed to play twice a week instead of once! And I didn't even bring it up myself, one of them did!
>>
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HWYB Cormac Fitzgeoffrey from Hawks of Outremer?
>>
>>96706259
This art is deeply problematic.
>>
>>96706274
You're right, skulls are highly inappropriate for a tabard.
>>
>>96703897
Because the DM is the leader at the table?
>>
>>96703262
/5eg/, I'm not senile, am I? I recall there being a homebrew book, fairly certain it was called 'forbidden knowledge' or the like. I'm trying to track it down, now that I've had to replace my laptop, but my mind's blanking everytime I think of the name.

There was a warlock patron who was basically this giant, eldritch spider-god thing, a deep-sea themed subclass called the Breaker or something (path of the Breaker??) and a dude who was on fire all the time, basically themed around embers and the like.

I know this is a piss-poor explanation, but it's been a couple years since I picked it up from the old NewVola. and the one time I think there's a campaign coming up that might fit the fucking thing, my laptop bricked and I had to replace it.
>>
>>96706274
Having long hair doesn't make you a hippie or less of a man, get updated grandpa.
>>
How's the newest Icewind Dale module?
>>
>>96706968
Rime of the Frostmaiden? It's pretty alright. Some of the starter quests are tougher than others, though, and the lategame is pretty disorganized, but overall, not terrible.
>>
>>96706995
Yeah that one. Thanks. DMing heroes of the borderlands with my group and thinking of doing rime of the frostmaiden next
>>
>>96706865
You're senile. I recognise the spider-thing you're on about- the Compedium of Forgotten Secret's 'Weaver of Lies'.
>>
>>96704642
How hot are the monkey women? 2001 Planet of the Apes or 1968 Planet of the Apes?
>>
>>96707329
Imagine the footjobs
>>
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>>96707329
Kouya ni Kemono Doukokusu.
>>
>>96705570
Armor dipping is cringe though
>>
>>96703498
>Can I hit it from here?
How is a player supposed to know if they're in range to do something if you won't tell them?

The whole point of a DM originally was to answer questions like this.
>>
>>96703498
>"Am i close enough to melee the kobold?"
>"Wow cringe powergaming question, skipping to next player"
>>
>>96703498
>>96707576
Yeah, questions like that are fine, who the hell would create a fantasy mental image but not help a player by telling them exactly where they stand?
>>
>>96707521
I let my players use down time to train that stuff anyway. It takes for fucking ever, but if that’s how they want to power game, give em what they want.
>>
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What works better for the 3 Level multiclass for a Battle Master Fighter that's going for that warlord/battlefield commander vibe? 3 Levels into Order Domain Cleric or 3 Levels into Peace Domain Cleric? Assume 2024 Rules?

>Order- 6 Spell Slots for Voice of Authority (Bless, Healing Word, Shield of Faith, Aid, Heroism) and a Channel Divinity for mass Charm and Disarm.

>Peace: Emboldening Bond granting 2 to 6 people 1d4 to one d20 test per turn, stacks with Bless and a Channel Divinity that has you move around the battlefield and heal all allies you pass by for 2d6+Wisdom Mod
>>
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What are the funniest spell+metamagic synergies for causing/solving non-combat problems? I've been using Mold Earth + Extended Shape Water to change the direction of rivers until they just do that naturally, as a means of extorting flood-prone villages in the valley.
>>96708815
>warlord
>peace cleric
order unless their whole thing is fighting for peace, christian big boss lookin ass
>>
>ARTIFICER PUT AN EXTENDED CLIP ON THE AK
>CALLED IT MY MAG OF HOLDING THE WAY IN RUN UP ON THE CORNER
>>
What are some themes or ideas to use with a moon themed PC-able Aberrant race
>>
>>96707576
>>96707558
Are you able to tell when you're exactly 80 or 320 feet away from something instead of 85 or 325? What about in an actively moving scenario with uneven terrain? You don't have an overhead omniscient view of the world and neither does your character. If you care about roleplaying in your roleplaying game, a better thing for a player to say might be "I look for a clear line of sight" or "I notch my arrow looking for a shot" and I as the DM might say "You see the kobold's head poking around the corner" or "It looks like a tough shot" to mean the kobold has cover or is far away. When meta-game questions get cut out combat flows much faster, and even if a player wastes his turn it will get right back to him because combat keeps flowing swiftly.
>>
>>96711224
This is the dumbest shit I've ever heard

I would call you a retard but let's face it you don't even play to begin with
>>
>>96711255
Enjoy your 45 minute rounds without roleplay
>>
>>96710288
Peace Domain can easily be flavored as a Unity or Brotherhood themed subclass. So many of their features fit well for boosting people to continue to fight.
>>
>>96711267
How the fuck is someone having long rounds in 5e

No seriously how you'd need to have a mental illness for 5e combat to be that slow
>>
>>96711561
Lots of out of character meta-game questions, turns by committee, and of course the classic player doesn't know his character sheet and takes forever to figure out his turn every time. It's very common in my experience. The primary reason I started DMing is that I was so dissatisfied with the games that I played in. It's miserable taking your turn knowing it will be half an hour before the game to comes back around to you and there won't even be any interesting roleplay from the other players in the meantime. It's even common on actual plays from big Youtube channels so people think it's normal.
>>
>>96711561
The DM doesn't want the player to know if the kobold is 5 feet away or 10 feet away
>>
>>96710984
>You could have the Chinese idea of worshipping the moon because your lover has ascended and now lives there.
>You could have the cosmic horror idea of trying to draw the moon down to earth. i.e. summoning an outer god.
>You could use the almost-universal motif linking the moon phases, snakes, the tides and the menstrual cycle with birth / re-birth / eternal life / eternal cycles.
>The reflection of the moon on a body of water or in someone's eyes might tell you some truth you otherwise couldn't know.
idk man, there is the entirety of human mythology to draw on

>>96711561
I've had games where one player was fent-folding at the table and the other went to lay down in bed between rounds
>>
DMs, how would you describe the perfect player/character?
>>
>>96711801
Shows up to every session on time
>>
>>96711801
Proactive
>>
>>96711828
There is such a thing as too proactive though
>>
>>96711801
Builds upon and engages with both the details of the setting and the emergent narrative.
>>
>>96711801
Never has the following conversation with the DM:
>I cast a spell!
>Alright, which one?
>...
>Which spell do you cast?
>Um...
>Where is that on my sheet?
>The section that says "spells".
>...
>This one here.
>Um...
>...
>...
>...
>I cast Earthbind!
>Okay, on who?
>...
>Um...
>I want to cast Earthbind on this guy.
>He doesn't fly, you know.
>What?
>That guy can't fly.
>...
>You know what Earthbind does, right?
>It traps them and keeps them from moving, right?
>It keeps them from flying.
>...
>They can still move, they can't fly.
>It doesn't stop them from moving?
>No.
>I don't want to do that, then.
>Um...
>...
>...
>...
>I want to cast Hypnotic Pattern.
>Okay, where?
>...
>Um...
>...
>I want to cast it on that guy.
>Centered on him?
>...
>I want to cast it on him.
>It's an AoE spell, you know.
>It is?
>Yes. 30 foot cube.
>Oh.
>In fact, you could probably get some of the other guys if you aim it between them.
>Um...
>...
>...
>...
>Okay, I do that.
>What's your save DC?
>...
>Your save DC?
>...
>Um...
>Should be written near your spells.
>Where are my spells?
>>
>>96711801
Has a big car and a convenient place for the group to meet every week
>>
>>96711801
Doesn't spend every turn casting Firebolt despite having a modifier of 0.
>>
>>96711801
Doesn't slow down the game by asking if he's in melee range or by failing to say he's taking aim with a bow
>>
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How's this for an encounter at the end of a dungeon occupied by a goblin tribe warped by mind flayers. For a party of 5 level 6 players.
Pic rel for stat blocks.
>1 Goblin Psi Husk, named leader
>2 Goblin Psi Commanders
>3 Goblin Psi Brawlers
>2 Goblin Psi Detonators
Brawlers moving Detonators around with their shove is cool.
I worry that the Husk isn't threatening enough on its own, instead relying on high damage Brawlers and Detonators.
I worry all the disruption effects are annoying.

How would you handle this encounter?
>>
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>>96712099
Commander and Brawler inspo.
>>
https://media.dndbeyond.com/compendium-images/ua/psion-update/kZh2hf4yC7KS45wW/UA2025-Psion+Update.pdf
>still no power points system
>most of the spell list being existing spells
Fucking lazy.... Why not just bring back UA Mystic?
>>
>>96712129
>fucking lazy
you answered your own question
>>
>>96703262
>TQ
It varies wildly, but there does seem to be a few patterns at least. I like to run a semi-formal "turn system" out of combat: Everybody gets one "reaction", as it were, but otherwise once someone dictates one short sequence of events or dialogue, I respond accordingly, then arbitrarily move on to the next person.

My party's Orc battlemaster fighter has an extraordinarily difficult time with comprehending the function of his maneuver abilities, for one reason or another, and if he decides to do anything other than thrust his spear at somebody, we all settle in for a long time.

Our GOO Warlock is honestly an incredible roleplayer. The guy is a bit slow IRL, but he weirdly understands how smart people behave, if not necessarily how they think. "Would [CharacterName] have any way to [Know Something]?" is one of his favorite lines. He exclusively narrates from the third person too, which I find incredibly endearing for some reason. The guy is very sweet also, which is typically not an adjective a lot of dudes like to hear, but if any of you met him, you'd understand.

My other two players, both Rangers, are wildcards: they're Wisdom classes, but each have lowish WIS at 14 and 13 respectively, despite us approaching tier 3, and me not allowing feats. They are straight goobers.
>>
>>96711224
First of all, there is no need in real life to know whether you're exactly 80 feet from a creature you're aiming at because there is no exact measurement where something shifts from being possible to impossible, because the difficulty of hitting a shot isn't a matter of three discrete variables (positive/negative modifier, advantage/disadvantage, possible/impossible) but of rising difficulty. For better or for worse, DND does rely on those three variables and engagement with the game includes engagement with those variables. It certainly isn't metagaming for a character to know whether it is physically possible to hit someone based on how far away they are, especially if they're proficient in the weapon they're using or have learned the spell that they're using.

Second of all, your approach only really makes sense if you run easy combat, which it sounds like you are because you dismiss the impact of a player missing their turn when that is usually crippling in regular play. I actually think that easy DND combats are better precisely because it lets the players forget about the mechanical aspect and indulge in roleplay, but for most people your approach won't work. An entire party wasting their shots on enemies outside of their range and behind three quarters cover for an entire combat will lead to a TPK in a normal game. If you ran difficult combats, and your players realised what was going on, they would either need to accept that they just won't be allowed to understand what you're describing in terms of the actual mechanics of the game or they will keep prodding you with questions until you tell them what they want:
>does it look like a tougher shot than my last one (which had disadvantage)?
>is it tough because it's far away or because he's obscured by something?
>Can I see most of his body?
And so on.
>>
>>96712225
That is WAY too much effort to put into a post and expect a nogames retard to read.
>>
>>96712234
I'm worried about other nogames using it as advice for an upcoming game
>>
>>96711801
On time
wants to pay
no drama
makes sure the DM is having fun too.
>>
>>96712265
Anybody who reads those posts and thinks that real advice was a lost cause to begin with
>>
>>96707395
mfers like your are why we have AIDS baka
>>
>>96712332
The problem is there is some truth to encouraging more immersive ways to discuss the game, e.g.
>Grug is going to lock eyes with the bandit, roar at him in anger, and charge towards him with his greataxe ready to deliver the killing blow
Is just better for the game experience than
>Okay I'm going to pop rage, move 5, 10, 15, feet, and make an attack...
But that's only really possible if the players know what their characters are able to do and you can trust them to understand the mechanics behind what they're describing, which can't happen if you don't even tell them whether an enemy is in fucking melee range.
>>
>>96712361
>1st point
Sure, don't think anyone will disagree with that
>2nd point
and that's the rub, the nogames retard doesn't even know what metagaming means. You're putting in too much good faith effort while talking to him.
>>
>>96712225
For sure D&D abstracts the many variables of real life into a few gamey ones. I consider meta-game knowledge to be any knowledge your character wouldn't know. A shortbow shot at 80 feet and 85 feet are probably going to look pretty similar and I'm probably going to describe your view of the target pretty similarly even though only one case has disadvantage. If you continuously fire from the edge of your range in real life you're going to be less effective than when you're solidly in your comfortable range. I don't really balance my encounters, so often the players get easy encounters but they often get hard ones too. I've killed several characters in combat.
>>96712361
Your first quote is exactly what I push my players to do, though there has to be some out of character talk sometimes. Ideally I can just look at player's dice roll and know if it hits but I don't have everything memorized so I usually have the player state the result of Grug's attack roll. A player not knowing if their character is in melee range has never been an issue, because like you said the player described running up to him. I definitely agree this style of gaming is high-trust.
>>
>>96712413
You don't play games
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>>96712413
I am the anon you are replying to and I am now solidly convinced that the other anon is correct and you simply do not play games, or you've played no more than a half-dozen sessions including no more than four combats.
>>
>>96712413
>A player not knowing if their character is in melee range has never been an issue,
No shit, you don't have a game. How could it be an issue?
>>
>>96712460
I DM for 2 different groups weekly in person (alternating weeks) and occasionally play other TTRPGs as well. I don't know what to tell you besides that there are people into highly immersive roleplay. I first got inspired to elevate my games to this after watching a few different Youtube channels who play like this (namely Shonner and the black lodge games guys who also introduced me to tablerunner crispy). There are many actual play videos of this style out there.
>>
>>96712498
You talk like a weirdo dude has anyone ever told you you're a creep
>>
>>96712498
You DM for two groups, and yet none of your players have ever needed to know if they were within melee range of an enemy? And if they asked, you would skip their turn? Because you think it's metagaming, because their characters wouldn't know it?

They've never had a creature be dragged near them by another player, and wonder if they're close enough to hit? They've never had an enemy walk up to them, and wonder if they can retreat with getting hit by an opportunity attack? They've never wondered if another player is standing close enough to an enemy they aren't attacking or being attacked by to activate sneak attack? Never?
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>>96712709
I dunno about you or that anon you're replying to, but most people at my tables can count to six so that's never really come up. Is this some theater of the mind tomfoolery?
>>
>>96712761
naw, just a nogames who said something retarded is suprised everyone saw through his bullshit immediately
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>>96712770
Just checked the thread, yep it's a retard. If someone asked me if they were in range to attack I would assume they didn't have a good way to get close to the board and I would count for them, not skip their fucking turn. Psychopath behavior.
>>
>>96712784
My favorite part was when he said he' so bad at DMing his fictional game his "players" have to ask if they can even see the enemy, then said that asking that is metagaming.
>>
booba
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>>96712885
blueba
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>>96711801
Actual penetration
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>>96711224
No but an adventurer who has practiced archery to the point of rote would.
>>
Shower thought: why is the Material Plane specifically called such, when all the other planes clearly have matter within them?
>>
>>96713381
It's the prime material plane, many other planes are lesser material planes, and then some are completely immaterial.
>>
Whats your go to char sheet generator/editor?
Cba doing this by hand. I want to mix 2014 race with 2024 background and so on - fastcharacter doesnt allow it.
>>
>>96712885
Na'vi
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>>96713962
Well, I use fastcharacter, although as you said it has its limitations
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>>96713962
Dnd beyond
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>>96713962
Google docs and/or a printed character sheet
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>>96713962
roll20 copy&paste
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>>96713962
I only play online, so I use whatever tool that DM uses.
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>>96712709
They don't ask "Is my character in melee range?" yes. There's a different language that is used when you're staying in character as much as possible. The game mechanics should fade into the background. 99% of the time it's obvious because they described running up to the kobold and attacking, they're actively being attacked in melee, or I say something like "The kobold slashes you across the chest with its dagger for 4 slashing damage and backs away." If the kobold was 50 feet away the player described running up and attacking I might say "Dashing, you close the gap." When a bugbear is dragging another character nearby, I just describe that like "The bugbear passes by you dragging Bob" and that is enough for the player to decide to use his attack of opportunity. A character can't read their opponent's mind (usually) so they don't get to know if their opponent is going to opportunity attack them if they back away without disengaging. The player knows from a game mechanical perspective that it's possible of course because they are next to their opponent. The rogue should be paying enough attention to know that their ally is actively engaged with the target, but if the player makes an assumption of sneak attack that isn't true, I simply tell them there's no sneak attack.

As another example, I had a player playing rogue for the first time who would ask "Is the door locked?" I would usually say "The door doesn't answer you" or something similar. A better way to figure that out is to say "I try the door handle" and then I can say "It turns, unlocked" or "A knife springs from a hidden compartment below the knob, piercing your hand for 4 piercing damage." When you stay in character like this you eliminate these mechanical questions and the game moves along smoothly, and it grounds the characters' actions so players don't say things like "I didn't say I touched the knob, I just asked if it was locked."
>>
>>96714463
>Xhe is sperging out
Sounds retarded. Just use a battlemap so people know where everyone and everything is.
>>
>>96714463
>Can I use the bathroom?
>I dont know, CAN you?
>>
How do I make a fun wild mage in 2024?
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>>96714911
Play the Wild Magic Sorcerer, get a high CHA score, get feats like Warcaster. And use Wild Magic Surge and Tides of Chaos every opportunity you get. Roll on that table as much as you can!
Also, make a character that you want to play every week- get invested in the story of the game, give your PC some stuff you personally find fun and see if it vidbes with the group. Example- I think Schmendrick from The Last Unicorn is entertaining and a great bases for how I'd personally play a Wild Magic Sorcerer (And add to the effect that I've changed Species multiple times and have aged up and down constantly making me forget how old I am)
>>
>>96712361
Being able to describe the former, and the latter, depending on the state of the game is very important imo.
8 rounds into a fight, eventually you just want to get turns done in a quick and concise way. There's nothing wrong with this. There's only so many ways you can describe "Grug smashes the enemy with his maul" and when you're 4 hours into the session being able to get things described quickly and clearly is a skill a lot of players can't do because they spend time off their turns on their phones not paying attention
>>
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>Carrying Capacity (Tiny): (Carry) Str. × 7.5 lb (Lift/Drag/Push) Str. × 15 lb.
In 5e a Badger, which has a 10 STR can carry 75 lbs. no problem. It can drag/lift/push 150 lbs, but it can only move 5 or 10 feet every six seconds when doing this.
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>>96715483
I mean, yeah? Badgers are tough motherfuckers.
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>>96706274
Why?
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>>96715536
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>>96703262
The fuck is up with the player handbook's art man?

How are there so many hags and purple-dressed faggots with sidecuts?

The fuck is up with these artists?
Like that can't be normal even in the context of whatever the fuck their socialization was.
>>
>>96715600
mind you i am at page 133 of my first skim through it ever and I didn't even know I hated purple that much.
>>
>>96715600
Whoa it's almost like fantasy art goes through fads or something

80s and 90s: Wow why are all the guys buff as fuck barbarians and the women all in bikinis

2000s and 2010s: Wow why does everything look like it's from a stupid fucking marvel comic

2020s: Wow why do people have modern haircuts and every other character is fat or black/ brown?

For the record, 80s 90s fantasy is cool as fuck bring back barbarians
>>
>>96715653
i remember when all the fantasy art looked like World of Warcraft.
Obviously, because it was popular. WoW was very influential.


But who the fuck asked for purple dressed tiefling hags with sidecuts?

I am at a loss. Who could have asked for this?
And why?
>>
>>96715767
>i remember when all the fantasy art looked like World of Warcraft.
Yes thats the shitty marvel comic book tier art because that was Chris metzens style
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>>96715767
Welcome to not being It any more.
>>
>>96711801
someone who actually shows up on time and has reliable transport
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>>96715767
Money happened. Reddit type people asked for it or at least pretended to ask for it under recursive peer pressure. Nerd culture went mainstream and now all we'll be getting from corporate sources is mass appeal slop until the culture shifts again. The days of coked out weirdos turning out badass hand drawn art are over. If you want good shit you'll have to do it yourself or hire your own coked out weirdo, cause the corpos are never going to choose to make good shit in place of lazy profitable shit. There's a political aspect too but this isn't the board to discuss it.
>>
>>96715826
That would make sense at least, but who would willingly be "with it" if this is "it"?

Not even redditors can be this gay.
R...right?


>>96715812
big shoulder pauldrons were fucking garbage but at least they had paintings of sexy girls here and there (which were patched out of WoW btw)

Today WoW is an unholy alliance between huge shoulder pauldrons and fat lesbian brownoids (also with sidecuts).
It's truly horrible.
This is what it must feel like to see an old friend rise as an undead.
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>>96715950
like why the fuck is there so much purple?
Every second picture.
What is their problem?
Is this some sorta joke?

Same shit as with Dragon Age Veilguard.
Which also, surprise surprise, fucking sucked.

Seriously: Redpill on the purple.
What is it? Why is it so overused?
>>
>>96715993
Bro stop sperging so much. If you dont like the art that's fine but it's not a big deal I promise you
>>
>>96715993
This guy isn't even in armor. He looks like a fantasy olive garden waiter pulled into a fight.
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>>96715950
Is anyone here buying the books for the art? Or even buying the books in general?
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>>96716015
>but it's not a big deal I promise you

Yeah, don't write checks you can't cash.

I was only curious about it. In fact I was looking at 5e in general and even the 2014 PHB was far superior to whatever the fuck they did here.

The reason I am sperging out about it is because I am wondering:

If the aesthetics are already that shit - and somebody's executive decisions led to this - won't this sort of artistic trajectory reproduce itself in the writing?

Or in other words: Is it even worth diving into the mechanics and lore or are they just as fucking gay and retarded?
Cause it ain't lookin good just going by the art, not gonna lie.
>>
>>96716084
Normally I like having books to DM even if I'm using a VTT, but I haven't bought the PHB no

That said there is also a lot of good art in the PHB
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for me it's early PF art
ie when the style was modern but the politics weren't yet
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>>96716101
Yeah I'm not reading all that. I'm happy for you though, or sorry that happened
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>>96716114
How modern would you call this peasant farmer in concept?
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>>96716059
the tragedy about this is, it's not even a bad piece necessarily. It's just that purple, where you have to wonder what they were taking.
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>>96716118
>anything longer than a tweet is too much

ok anon.
But don't complain if you invest way more time into playing with really gay rules.
>>
>>96715993
it's the gay color, jesus christ anon, everyone can see that

what I can't see is which direction this creature's head is facing because dragonborn look stupid
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>>96716125
That farmer has very clean and new clothes, his tools are not rusty!
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>>96716381
Did I miss a meme? What's wrong with a successful farmer in his Sunday clothes?
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>>96716125
Is this that cottage core thing i keep hearing about?
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>>96716101
Nobody ever uses dnd lore as a whole
You pick and choose whatever sounds useful and fit it to a custom setting you make up full of whatever other random shit you want
It's been like this forever (I started with 2e)
Mechanically 2024 is generally better than 2014 imo. Theres still flaws with it but I think it does a better job at making a playable ttrpg
>>
>>96716599
I wish this was fucking written on the front page of the book. Get so many new players who send me FR shit character ideas before even asking about the setting.
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>>96716671
FR is better than your nogames homebrew so who cares
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>>96716718
FR is shit play Dark Sun
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>>96716528
yes
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>>96716486
Depends on if you prefer mudcore or cottagecore aesthetics.
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>>96716737
Dark Sun is neat. I also like Eberron

>>96716671
What "FR shit character ideas" have you had that couldn't be translated into your setting?

Never played a FR campaign, but it seems to be the generic setting.
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>>96716829
Do you prefer "cottagecore" or "mudcore" aesthetics for your medieval fantasy countryside?

Pic rel is mudcore

>>96716125
Is cottagecore
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>>96716863
Mudcore is only good if you can eventually remove the mud from all your shit
PCs should start in the mud and through grit and luck become big damn heroes
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>>96717008
Better yet, start in light mud or mud adjacent. Get thrown into deeper mud. Become big damn heroes. The early sense of loss really seems to motivate most players and get them excited for small victories.
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>>96717008
>PCs should start in the mud and through grit and luck become big damn heroes
That's how must WFRP games tend to work
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Making an elemental adept sorc under the new rules. Is transmute spell worth taking, or does it make more sense to quicken spell cantrips? Can't take both because I like twin spell too much.
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>>96716863
these are cool
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>>96716863
numba 2
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>>96714463
I see what you mean with descriptions, and I do actually believe that you run games now but I have to say that the use of a battlemap would make this more immersive rather than less because your players would be able to picture the encounter in their mind with more certainty.

You clearly don't quite grasp what I mean with the examples I gave. With the dragging example, you're right that it's easy to say that Bob drags the bugbear past a character, but what if Bob says he drags a bugbear "back as far as he possibly can" after the bugbear retreated to "tough shot" distance the turn before. With a battlemap, Jerry knows whether or not he can hit that bugbear without needing to ask your permission.


The same is true of sneak attack. You assume that it will be obvious because the rogue will know whether or not the fighter is engaged with their target. But what if the rogue is trying to attack a different target to the one the fighter is engaging, but which could conceivably be next to the fighter and thus liable to sneak attack? Imagine for example that the rogue has been fighting a single bandit near the fighter, who has been fending off two separate bandits. On the previous turn, the fighter killed one enemy and moved to be back-to-back with the rogue, while the rogue has thus far severely wounded their opponent and has good reason to believe they will be able to finish them off with a sneak attack. Now, the fighter is next to the rogue, and the enemy bandit is next to the rogue, but whether the fighter is next to the enemy bandit is completely ambiguous from this description and it is entirely fair for the rogue to ask about sneak attack before they waste their attack. With a battlemap, they could just look.
>>
I'm running a session this weekend where the party will be bouncers at a nightclub and I'm struggling to think of stuff to put on my random encounter generator. So far I've got:
>Low level wizards getting their familiars to run under chicks in the mosh pit and hide in the women's toilets
>Cleric of order safety monitor/RSA marshall (for the Aussies) who is a stick in the mud and keeps trying to shut the place down
>Young 18yo dudes pretending to be cultists to try and get big tiddy goth gfs
>Actual cultists trying to summon a demon of excess that gradually exacerbates the level of fuckedupedness in da clerb
>someone is spiking drinks with potions of sleep, but it's actually the cultists trying to get victims
>Someone is running around casting dispel magic on women who have magically done their make up and now look BUSTED

Feed me ideas
>>
this guy i play with is using his character as a proxy for his trauma dumping outside of the game and i have, by his own admission, been his acting psychiatrist for who knows how long. i am not a particularly good person, but im also the only one that talks to him so i guess thats all it took for him to latch on. how do i let him down gently without sounding like a total jag? being blunt has rarely worked in the past
>x was basically a slave to his parents when he was a kid
>"what? thats not the backstory at all"
>its true, his mother bossed him around constantly and his dad beat him when he didnt listen
its so weird and i just dont know how to handle this stuff. it happens all the time. am i just an asshole for not wanting to deal with it?
>>
>>96713962
I built a custom Excel template that incorporates all the homebrew that we use at the table and automatically populates various dropdown menus, retrieves your feature descriptions, and calculates ability scores and modifiers.
>>
>>96718842
I've found the best way to handle people like that is to have them running multiple characters at once so they have to split up the trauma between them. You end up with vaguely functional characters that way.
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>>96718842
That's still better than faceless autist human fighter with no personality #327
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>>96718858
Meant to attach a pic.
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>>96718879
well thats the thing though, theres no character to speak of during the sessions since he doesnt care about rp at all. but all of a sudden "his character" has an abusive ex wife and his beloved pet died years ago and all this shit when hes talking in the group chat and im the only one that engages. i try to be polite but its really been trying my patience lately
>>
>>96718916
Ok nvm. Talk to him about it that's fucked up
>>
>Want to insert Romeo and Juliet into my plot, so that I can feel smart about making a historical in-joke that my players won't even understand
>Can't iron out the details, because the most fundamental question "Who are the players in this plot" is unasnwered
>Agonize over it for months
>Still want to feel smart
>>
>>96719178
Benvolio, obviously - the well-meaning doofus trying to keep any given conflict between the sides from exploding, and asked by one of the parties to figure out what's going on with their son.
>>
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>>96711677
I realized I provided nothing to work with so naturally I had that coming.

The idea is that the moon people who turned into an aberrant race did so because they discovered the truth that their Plane was essentially abandoned with a singular Solar left to try and hold the breach between it and the Far Plane from expanding. The Solar has been transformed by its presence and its strength waining and the people who found it decided to help take on some of its burden and wound up transforming themselves.

They would be some of the few who can use Divine magic as Divine magic is rare on the plane.
>>
>>96718735
fuck battlemaps

"can I approach the grand vizer discretely to have a private conversation" "he's surrounded by courtiers at the moment"

"can i flank the goblin king" "he's surrounded by his guards who are raising their makeshift shields"

the goal of perfecting dnd should be to eliminate battlemaps completely not to encourage them
>>
>>96718840
the same guy keeps showing up at the entrance again after being let in. cue illusionist, doppelganger, changeling, they're actually octuplets, etc
>>
>>96719249
Incorrect
>>
>Get introduced to Roll20 by a DM
>DM uses free tokens they give you, which is 20 packs of Devin Night's tokens
>Get used to them
>Start using them in my own campaigns, when I start them
>Tokens for some monsters are outdated and bad, tokens for some don't exist
>Don't use some monsters because of this, players fight a lot of the same guys
>Devin finally starts updating old tokens and drawing new ones
>The party suddenly begin meeting flail snails, umber hulks, rust monsters, otyughs, manticores, wyverns and so on
>Introduce new monsters in every combat
>Finally feel good about myself.

It always has been entirely a self-created problem, none of this shit would be happening if I was just using pogs like this >>96718298, but life is good now.
>>
>>96719252
Lmao thanks
>>
>>96719249
>Approach the grand vizer to have a private conversation?
This sure doesn't sound like a battle
>Flank the goblin king?
"Oh he's got guards around him I can plan something else during Dave's turn
I used to 100% be down with ToTM. I did it in 2e for 10 years
Then I started playing 4e and then 5e and realized battle maps are just better when your system is trying to aim for precise accuracy on the level that 5e combat is trying to do
Instead of a constant back and forth of "Can I hit A B and C with fireball? No. Can I hit D E F? No but you can hit B C and F if you target doug or just B and C" on your turn a good player can plan out his fireball location quietly on someone else's turn
It removes all that back and forth and now your turn order looks like this
>James steadies his shot and slams a bolt into the wizard for 26 damage with sneak attack because he sees Greg is in melee range with it
>The enemy burst through the closed door and into the room, taking up positions here, here, and here, the wizard reaches out with a spell to grasp Greg's armor but a 14 misses and you ward him away with a weapon
>Geoff your turn
>"The tip of my staff traces a fiery arc in the air as a fireball erupts around the enemy wizard and those two soldiers they must succeed on this save, taking 32 or half on a success"
No back and forth
No confusion about who's where because you have 5 different people all picturing things differently
No lame as shit white rooms because battle maps come free with environment/terrain hazards
If your players can't briefly narrate their actions because there's a map in front of them they're either bad or bored and wanted to be done a fight 3 rounds ago and if you think battlemaps can't provide narrative benefit you suck ass at encounter design that benefits from terrain and environment
>>
>>96719586
>No lame as shit white rooms because battle maps come free with environment/terrain hazards
if there's a battlemap it limits the possibilities
if there isnt the player can ask for a tree that looks weak enough to bring down, a precarious chandelier, a barrel to throw at the ennemy, etc
It allows far more interactivity and input from the player than a static battlemap that limits everything to what is drawn
>>
>>96718840
>barbarian bachelorette party
>one of the bartenders gets the idea to make jello shots using a gelatinous cube, not realizing that it's still alive, and gets engulfed
>shady looking dude tries to sneak in drugs that have a chance of causing a wild magic surge as a side effect
>>
I'm torn between multiclassing my fighter with some bard levels for some useful out of combat stuff, spells/features in fights, and some fun things to do
Or just leveling fighter more and getting 20 strength by level 8 with Sentinel and GWM becsuse that's a significant damage bonus
>>
Not enough DMs use magic items with virtually no real use.
>>
>>96719609
>a tree that looks weak enough to bring down
It's surrounded by shrubs at the moment
>a precarious chandelier
It's flanked by studs
>a barrel to throw
Does ypu character know what Do key Kong is?
Stop asking metagame questions
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>>96719609
Players can still ask those things and the DM can mark the map if they're found.
>>
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Are Giant Rats a good classic encounter for a level 1 party?
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>>96719775
so now the map has both things that are there and shown and things that are potentially there but not shown until imagined by the player
what does the map accomplish exactly?

you all act like the supreme goal of dnd is to get through combat efficiently. Sorry for thinking the goal of dnd is to have fun.
nobody (i hope) would think of making the players move through a topdown grid during the king's reception where the goal is to convince the nobles to take the demonic threat seriously. As a result the players come up with all kinds of different, fun, unexpected shit, and create things you didnt think of.

I dont see combat as fundamentally different, only artificially different. And I hate when that artificial wall trickles down to the players who suddenly drop all roleplay, all immersion, all creativity, because OH NO initiative has been rolled and we have to switch to this entirely different game with an entirely different approach. It shouldnt be like that. Fight the goblins like you convince the nobles: describe what you're trying to do, DM asks for a roll if needed, outcome is determined.

Players jump into the unknown out of combat: they dont know what's gonna happen when they walk somewhere or talk to some NPC. But for some reason they suddenly have to know PRECISELY how many goblins the fireball hits? It's silly, it's bad, I hate that it's the standard
>>
One of my players is playing a blind cleric with 30' of blind sight. Mechanically, ranged attacks originating beyond that should have advantage on him. We start next Friday, and I can't wait to see when he figures this out.
>>
>>96719839
>what does the map accomplish exactly?
To stop the DM pulling bullshit out of his ass like "ummm ackshually the kobold is 85 ft away, not 80". It's not our fault your so creatively bankrupt that you can't make a good map for shit, and have to rely on your "players" to come up with the environment for you.
>>
>>96719839
>nobody (i hope) would think of making the players move through a topdown grid during the king's reception where the goal is to convince the nobles to take the demonic threat seriously.

No one fucking does this, you're acting in bad faith, what you're doing is larping which is fine but it's not tabletop gaming
>>
>>96719897
To add onto this, I was assuming you're not playing dnd but it looks like you are. Why even use a ruleset? You're ignoring me than half of it
>>
>>96719882
>To stop the DM pulling bullshit out of his ass like "ummm ackshually the kobold is 85 ft away, not 80"
If you play with strangers and have an adversarial DM we are not even playing the same game. You're trying to beat a guy who hates you, I'm trying to create something with friends.
>>
>>96719897
Anon, his first post of his multi-day spergout was saying that a PC asking if they have line of sight was metagaming. He wasn't posting in good faith to begin with.
>>
>>96719907
>Why even use a ruleset? You're ignoring me than half of it
The rules serve the game, not the other way around. Why can't you autists understand this basic concept? The goal of playing a game isn't to follow the rules, it's to have fun. The rules help the game stay fun. They are a tool, not the objective.
>>
>>96719839
Battlemaps are a convenient tool to keep combat clear because combat is otherwise incredibly messy and easy to misinterpret because you're playing a game of telephone to 5 other people and they're trying to remember everything that's gone on for 4 hours and every single one of them thinks something a little different and do are you
Nobody uses battlemaps to talk to people
At best you might have an image of a fancy throne room to provide a point of visual reference
>>96719909
This isn't even necessarily an adversarial thing. All it takes is one single moment of misinterpretation over the past 4 hours for this to happen.
>>
>>96719907
>You're ignoring me than half of it
>using totm is breaking the rules
the dmg specifically mentions grids as optional, retard
>>
>>96719909
>>96719909
see >>96711224
You're right anon, anybody who pulls that is an adversarial DM and is posting im bad faith. I completely agree that DM who refuse to use maps to come up with gotchas are ShitDMs.
>>
>>96719839
First you complain about combat being too long, then you accuse others of prioritizing combat efficiency. Which is it?
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>>96719932
I'm not talking about grids you dumb sack of shit
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>>96719839
You’re clearly retarded or trolling but for the sake of any new DMs reading I’ll explain why a map has been better for my group
>Less load on the DM to visualise the entire thing
>Everyone is on the same page about what is where
>No you don’t use it out of combat except as a visual aid
>More immersive because people can see what you’re describing
>Easy to find maps for any situation and to make maps ahead of time
>Easy to determine flanking, be tactical, and know how useful a particular spell will be
I’m not going to tell this retard how to play his games. But my group has tried playing without a battlemap and it was just confusing. With a grid just works a lot better and I would encourage people to try both and decide what works for them. Regarding the person I’m replying to, I am grateful I don’t play in his shitty game. He sounds controlling and too lazy to make battlemaps. I bet he’s running a shitty railroadeded campaign where he doesn’t even map out his dungeons properly.
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>>96719938
>First you complain about combat being too long, then you accuse others of prioritizing combat efficiency. Which is it?
cause im not whoever you think I am and never complained about combat being too long
when i run combat i help my players accomplish what they want
in TOTM where they can build upon the description and suggest a million additional things that could never ALL be drawn in a map, and with dangers, altitude, hazards, traps, etc. And more importantly, without making this artificial wall between other encounter types, that causes players to think "ah theres a map, time to stop talking/roleplaying/improvising" or "there's no map, so there's not gonna be combat"

most recently when they snuck through the garbage chute into an ogre's kitchen while escaping imprisonment, that would have been some 4x3 grid and provide nothing of value, instead they grabbed a bunch of shit around, knives, barrels, rotting fish, the wizard jumped on the table to fire a cone over party's head, boiling pots spilled over, rogue got thrown into the fire, etc. They came up with a bunch of shit I never thought of, because each player had in his mind extra ideas of what might be in an ogre's kitchen besides my own. Instead of staring at a grid, they were imagining the space.
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>>96720023
>too lazy to make battlemaps
Even lazier when you can pretty easily find premade maps online.
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>>96720023
Sounds like a boring video game
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>>96720049
>ah theres a map, time to stop talking/roleplaying/improvising
Skill issue, on both the players and DM. Have you tried not being a ShitDM or not playing with retards?
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>>96720049
>cause im not whoever you think I am
Yes you are.
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I want to try Fighter/Artificer. Seems very fun
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>>96720098
blatantly so
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>>96720060
I find it boring not knowing if I can hit the goblins or if my DM won’t let me ask a simple question like if I can see a goblin.
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we need 2-3 different threads or flags so I can just ignore the people playing an entirely different game
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>>96720157
>different game
>all from the same rules set
what did xhe mean by this?
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gnome hate and le heckin jooz aside, do people really not understand what gnomes are going for in fantasy? It seems pretty self-evident to me, but then again I just think they're neat
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>>96720221
It's brainrot from Warcraft. People see one example of something as a kid and they think that's what every version is like.
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>>96720107
I'm waiting on my chance to play an arti too. Pure artificer gets heavy armor proficiency and an extra attack. What do want from the fighter levels?
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>>96720290
>What do you want from fighter?
Nothing, actually! It's purely a narrative decision that the Fighter wishes to leave his mercenary lifestyle behind having managed retirement, and pick up alchemy.
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>>96720290
>Pure artificer gets heavy armor proficiency and an extra attack
No, they don't. They get medium armor, only armorer get heavy armor. And only battlesmith and armorer get extra attack.
>fighter levels
nta but every character benefits from action surge
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>>96720290
Straight artificer doesn't get heavy armor or extra attack (at least in 2014, don't know if it's in 2024 yet). Armorer gets heavy armor, and battle smith gets extra attack. One of my players ran a battle smith for our last campaign and was constantly trying to put a soul in his Steel Defender.
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>>96720290
I was talking on here about artificers not so long ago. I found armorer extremely boring. I’m gonna try battlesmith in an eberron mini campaign. Level 6 and 5.5e. Anyone have recommendations for how to build my character so it’s not boring?
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>>96720157
>Gets btfo by everyone calling him a retard
>Hurr durr I need my own thread waaaaa
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>>96720335
mta but I was the one talking to you awhile ago. My favorite artificer I've played was a warforged wizard2/battlesmithX. Had my steel defender be a protoforged named progeny, a familiar named strix, and a homonculus servant named myr. Definitely more utility and CC focused, using my insane AC and decent attack with my robo-minions to funnel enemies to where the blaster cleric and paladin wanted them. Arcane recovery, even at the lowest amount, always incredibly useful.
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>>96720308
>>96720310
See pic. 2024 rules

>>96720335
I haven't actually played my artificer yet. What about armorer did you find boring? That was the one I was most drawn to.
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>>96720382
What book is that in? That screenshot means nothing, could easily be from a subclass.
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>>96720382
Yeah, armorer gets extra attack. Not pure artificer.
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>>96720273
Only schlubs use Warcraft as a reference, real gentlemen use Arcanum.
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>>96720404
And patricians use Amalur
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>>96720400
It's a cropped screen cap of my character sheet on Dnd beyond using the latest version of PHB and Tasha's Cauldron.
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>>96720425
You might want to read your class features again
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>>96720382
>What about armorer did you find boring?
It was in 2014 5e and I think level 4 or something. I just found that I had no interesting decisions to make on my turn. Just kind of made a "build" then did the exact same thing every single turn. I literally fell asleep during a combat once and my friends just rolled the dice for me.

>>96720375
That does sound fun. I've always enjoyed wizard. Is it worth it to go for level 3 for the abjurer sublass? I was thinking about trying pure artificer just to see if I found it less boring. I like the character concept of an artificer but didn't like how it played out in combat.
>>
>finally wrangle friends together for an online foundry campaign
>really excited since it's been years since we played
>while talking about the scheduling, what not, someone asks Who is DMing
>before I can even say anything another friend immediately says "I want to."
>fine whatever
>most recent chat
>DM says that the campaign is an aquatic setting where an imperial power is trying to take over a bunch of little island nations (yawn)
>tells us it will be mostly narrative and talking based, little rolling (ffs)
>says he's also making a character because he's using Chatgpt to generate most of the campaign (oh god no)
>can already tell the reception to this is tepid from rest of friends but none of us want to be the bad guy and tell our friend we don't want to play his dumb AI test campaign

Why do AI autists need to be like this? Our group just wants to explore dungeons and roll dice, we don't want to be your dumb little learning machines lab monkeys for the book you're going to tell it to write for you.
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>>96720404
This motherfucker was right!
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>>96720440
It was a couple of years ago, so I o ly had to go 2 level for the ward. But I always wanted to grab that 3rd level, it seemed like the extra spells and sluts were gonna be worth just didn't get to high enough level to, game ended at level 8. With the new rules, I would say the 3rd level is absolutely worth it. And for me pure artificer was far more boring than the 3 I played with a multiclass.
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>>96720273
>It's brainrot from Warcraft.
oddball tinker gnomes are from dragonlance. warcraft copied them.

that said, the underlying appeal of gnomes is that as a race, they're just kind of weird. they're woodland beings who live in tree stumps, talk to squirrels, and build giant robots. they don't really adhere to a lot of the expectations of the world around them, and unlike tieflings, they're not huge edgelords about it. They enjoy being weird, and take pride in it.
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>>96720468
>oddball tinker gnomes are from dragonlance
It's funny how memory holed dragonlance has become. Even though it's what people actually think about when they think generic fantasy. Unlike LoTR where wizards are angels who don't really cast much magic.
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>>96720434
Class features was the exact page I screenshotted.
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>>96720443

here's what you do, find a premade campaign you like (or make one), and talk to them about it acting really excited, then volunteer to run it. pure enthusiasm is hard to argue with.
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>>96720485
To be fair, the shorties of Dragonlance are largely considered the shittiest part of the setting. You've got tinker gnomes who deliberately create overdesigned garbage to the point that the rest of the setting willfully chooses magic over technology, you've got gully dwarves who are literal retards led by the one most capable of groveling their way out of a beating, and you've got kender, the epitome of chaotic neutral dickass thieves who nonetheless are greatly offended when you rightly call them on their horseshit.
>>
>>96720495
>>
>>96720495
No. you didn't. You posted a screenshot of a si gle subclass ability. Actually read the base artificer class feature. Stop one you start to read about the subclasses.
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>>96720506
>and you've got kender, the epitome of chaotic neutral dickass thieves who nonetheless are greatly offended when you rightly call them on their horseshit.
Beat Kender with a leaden pipe. Slam dunk a kender into the outhouse toilet. Stir fry Kender in a wok.
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>>96720443
>none of us want to be the bad guy and tell our friend we don't want to play his dumb AI test campaign
I don’t know why you would have a friend group that is averse to criticism or confrontation with each other. just tell him you think its retarded?
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>>96720506
>>96720517
I fucking hate Kender. Halflings are much better.
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>>96720523
The hoopak/slingstaff can stay and be given to various low IQ humanoids and low level scum, but we've got to get rid of the little bastards than brought them.
>>
fixing dnd

>gameplay ends at level 10
>all martials are anime (eat shit realismturds)
>save or suck effects are nerfed to debuffs rather than hard shutdowns, but still have a reduced effect on a save.
>all forms of heavy armor gain +2 AC
>casters can't cast in armor more than one level of heaviness above what they start with (so wizards can cast in light but not medium)
>classes gain 1 spell/maneuver slot per SR of each level (or 2 for level 1)
>strength/con and int/wis are merged
>>
>>96720520
Sometimes it's best to let your friend's game crash and burn so they learn. My friend ran a game not so long ago and he did basically no prep. I could tell he didn't actually want to run it but pushed himself anyways. His enthusiasm for the game had clearly died ages ago. He cancelled 3 weeks in a row then it just died. After a few more weeks I ran my own game and he was grateful that I took up the reins. Little did he know that was my plan all along. It was nice to be a player for a little while too
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>>96719249
>the goal of perfecting dnd should be to eliminate battlemaps completely not to encourage them

Yea, they did that in older games. That's not 5e, obviously.
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>>96720495
That's a subclass feature.
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>>96720529
>casters can't cast in armor more than one level of heaviness above what they start with (so wizards can cast in light but not medium)
Has armored casting really been that much of a problem? I figured most of them just cast Mage Armor and been done with it AC-wise.
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>>96720764
I can't think of any off the top of my head that gain an armor proficiency more than one above what they get from their first level, unless there's a medium armor sorcerer or a heavy armor bard subclass.
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>>96720764
i do it and I consistently have higher AC than the fighter and paladin because unlike them, I can hold a shield without losing 75% of my damage output, and I have more than enough spell slots to spam shield, though I don't even really need to do so since I'm not standing in disemboweling while being subjected to the "guy at the gym" fallacy
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>>96720861
*disemboweling range
>>
I'm so fucking tired of casterfags in my game. I routinely have archers or arbalests reigning projectiles at them if they even look like they cast spells.
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>>96720529
>gameplay ends at level 10
into the trash it goes, that's where the fun begins, if I wanted low power shit I'd play a different system
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>>96720878
literally first toxic dm thing i've seen here that is actually making the right move. congrats on posting the exact minute your broken clock was stopped at
>>
Does anyone have Druid Wildshape cards I can print? All the ones I can find are either not very good or cost money.
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>>96720861
has your DM bothered to throw saving throws at you?
>>
I'm no longer going to be a melee barbarian... from now on I'll be an range barbarian!!! I'll be hurling tridents at my enemies
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>>96721006
of course, but I have absorb elements for most damage spells, and con save proficiency from my armor dip to avoid losing concentration. Wisdom saves can still be a problem if I'm playing an arcane caster, but I see surprisingly few of those
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>>96720529
>>96720529
>>gameplay ends at level 10
I like the idea of 1-20 features jam packed into levels 1-10. The 5e LotR game had a system where you stop getting hit dice after 10th. Instead, you get a magic item, feat, or a hit die. So you'd either increase is power or survivability passed 10th level, not both.
>>all martials are anime (eat shit realismturds)
Sure
>>save or suck effects are nerfed to debuffs rather than hard shutdowns, but still have a reduced effect on a save.
There just needs to be more variety in debuffs and flat # penalties need to make a comeback.
>>all forms of heavy armor gain +2 AC
I don't think the answer is armor stacking. Flat resistance for heavy armor would give it an edge vs th rest. While we're on the topic of AC, make shield(spell) last a turn and not a round.
>>casters can't cast in armor more than one level of heaviness above what they start with (so wizards can cast in light but not medium)
I like the idea, but i'd rather they can still cast, but can't concentrate on spells. That way blaster types still get to blast, but people who try to win the encounter with control have to position well or suffer.
>>classes gain 1 spell/maneuver slot per SR of each level (or 2 for level 1)
I feel retarded, what is SR in this situation? Because "classes gain 1 spell/maneuver slot per Short Rest of each level (or 2 for level 1) doesn't make sense.
>>strength/con and int/wis are merged
Nah, this is retarded. Unless you're talking about just saving throws.

Just delete multiclassing proficiencies. If you multiclass you get class features, but not weapon/armor/tool/skill proficiencies. The battle mage concept is cool and if a wizard invests 3 feats to get there and ignored his caster stat and caster feats, I think he's earned it.

No cheating a single fighter level to get 6+ feats worth of features.

>second wind
>2x weapon mastery
>fighting style
>all martial weapons
>light weapon training
>medium armor training
>heavy armor training
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>>96721124
>I don't think the answer is armor stacking
I've had people call me retarded itt before, but in my games I have armor as a flat damage reduction, with no addition to AC.

The problem only comes in that I have to roll each damage dice for each enemy instead of taking the printed average, but I think it's more fun that way anyways.
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>>96721301
It's not retarded, but it's a shit load of work to do that. You'll need to re-balance:
>How the players get AC
>What AC monsters should get
>What DR monsters get
>How monster attack bonus scales relative to CR
Now, if you're half-assing it and just slapping damage reduction on armor and calling it a day, then yes, that's retarded.

>>96697979
Once again, this remains true.
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>>96721369
>>How the players get AC
There Dex bonus, capped by armor level like normal.
>>What AC monsters should get
What it says they have in the Monster Manual.
>>What DR monsters get
They don't get any because their AC is unchanged as they are not players.
>>How monster attack bonus scales relative to CR
I'm rolling every damage die so it should be the same, no?
>>
>Add up the base XP of all enemies.
>Apply the multiplier based on the number of enemies.
>difficulty table according to the party’s size and level.
gm, what strategies do you use to create balanced encounters?
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>>96721447
>balanced encounters
Just go with where the story takes you.
I have never once thought about proper balance, personally.
If the PC's aren't up to the task, they'll find a creative solution to the problem if they want to live.
>>
>illrigger shadowmaster 5
>bravado
>swift retribution
>shield
>rogue with vex weapon mastery
>sentinel
Stumbled on this pretty powerful build. Any ideas how to refine it even more? Maybe getting the dueling fighting style from somewhere? Just pumping more rogue seems okay too for the sneak attack damage.
>>
>>96721447
I don't do any of that. I sim average enemy DPR against my party's base defenses (AC + HP), which gives them a rough "dps check". I typically aim for around 4 to 6 rounds, roughly. We typically end combat after round 3 or 4.
>>
I wonder why resistance on non-magical weapons is so common in statblocks.
Is it just so players don't hire a small army to fuck shit up for them?
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>>96706274
what do you mean?
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>>96720601
>>96720515
Mea culpa. D&D beyond used the word specialty instead of subclass and the change in terminology confused me. Apparently I am a tard.
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>>96718735
I'm the original anon you were responding to. For the rogue, if he's fighting in a big scrum near his fighter ally I'm going to give him sneak attack (he likely has it anyway from one of the many ways rogues get advantage). I try to give clear descriptions if the group has dispersed or the ally says their character moved away. I've also trained my players to use first person language like "I'm looking for a clear shot" or "I aim at the bugbear" and then I can give a short description that the player can infer means it is far away, behind half cover, dodging, etc.

I will sometimes draw a quick sketch of a room if it has a hard to describe shape and that is actually important (it almost never is), but I don't find maps really speed anything up. I usually have a player that will map if they are in a dungeon, but that is usually just boxes with short descriptions connected by lines so they can remember how to get out.
>>
What subclasses does YOUR GM have banned?
>>
>>96723231
Anything from Critical Role books
Bladesinger
Hexblade
Divine Soul
Probably some other stuff, though it's hard to remember because some of the subclasses have been aggressively reflavored for our setting while being broadly the same mechanically.
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>>96723231
any dm that doesnt ban twilight cleric isnt worth playing with
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>>96723231
>>96723955
I banned twilight cleric but it's not an issue because none of my players are that shitty. I do have a soft restriction on taking more than 3 classes, though.

>>96723897
>Divine Soul
What's wrong with it? I had a player play it through a whole campaign and I felt it was just fine, and he's a good player who got items for his kit.
>>
>>96723231
I allow all core/official supplements, all subclasses in them are allowed. Though Zealot is de facto made useless because there's permadeath and we use special death save/dying rules.
>>
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How are the firearms rules in 2024?
I'm starting a new campaign and pushing my setting ahead in time after the end of my last game was a tpk trying to fight against an empire
I want my typical soldier/guard force of the area akin to like 16th-17th century forces primarily because Winged Hussars are cool as hell
Do guns make bows irrelevant in game? How feat supported are they and do they make other styles (melee or range) weak?
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>>96723978
It wasn't for power level issues, but autism over the sources of magic. Sorcerers wielding divine magic doesn't work in our setting.
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>>96719230
Sounds like lunar cycles to me. Their astrology would probably be dominated entirely by lunar phases and tides.
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>>96724213
>Do guns make bows irrelevant in game? How feat supported are they and do they make other styles (melee or range) weak?
If you don't allow the Gunner feat from TCE, at higher levels firearms should become roughly on par with bows. If you do, guns shit on bows all the time. Engagements at distances over 120 ft. are rare and usually boring, and every single fucking ranged character always has Sharpshooter anyway (if I ever run a new 5e campaign I'm just banning Sharpshooter period) so the biggest drawback of firearms is irrelevant, the second biggest drawback (but only once you start getting extra attacks) is the loading property which the Gunner feat negates.

Don't forget that all ammo (as in gunpowder) should be ruined if it gets wet, and firing a gun should typically alert everybody within a mile or so on average.
>>
>>96719819
Possibly *the* classic encounter for a level 1 party. Easy ways to spice it up:

* Use features and qualities that specifically apply to rats to make it more flavorful, like having them hide inside the walls or spread disease
* Have a pixie or a borrower or some other tiny guy rustling and driving them, adds a tactical element as he can turn them into a swarm to attack particular PCs
* Psychic assault from a Rat King
>>
>>96724334
Anon what are you talking about? There is no gunner feat in 2024, and even if you allow 2014 feats (which you shouldn't, feats were completely reworked), shortbow would still out-damage musket due to Vex.
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>>96724388
>There is no gunner feat in 2024
There isn't but allowing stuff that wasn't ported seems to be pretty common, I bet if a player wanted to use guns, they would at least ask.
>shortbow would still out-damage musket due to Vex.
I don't disbelieve you but I'd like to see the math to back up this claim because I'm too lazy to calculate and confirm it myself.
>>
>>96724334
I'm not too worried about the gunner feat, generally I treat enchanting equipment as a lost art. Magic items are a generational item you might inherit (or in the case of a PC, raid an ancestral tomb) so any strength guns have over bows can be offset by magical bows
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>>96724540
>magical bows
Funny thing about that. Have you tried finding one of those in the rules?
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>>96724546
99% of shit I hand out is homebrew or stolen from 2e's encyclopedia magica books
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>>96724566
Okay, but if you're asking about the impact of the firearm rules as written, people can only realistically assess that in the context of the other rules as written.
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>>96724447
The easier math is for longbow, since it qualifies for GWM and musket doesn't. 1d8+3 (7.5 avg) is bigger than 1d12 (6.5 avg)


Vex math is fucking hard so I'm just going to use someone else's to-hit calculations, but it would look like this:

Musket attack one: .65(6.5+4) = 6.825
attack two: 13.65
attack three: 20.475
attack four: 27.3

Shortbow attack one: .65(3.5+4) = 4.875
Shortbow attack two: 0.798(3.5+4) = 5.985, 10.86 total
Shortbow attack three: 0.831(3.5+4) = 6.233, 17.093 total
Shortbow attack four: 0.839(3.5+4) = 6.293, 23.386 total

It seems like musket is actually ahead here, I did not expect that. I will say though, this comparison is a bit generous to the musket. If the player with the musket took gunner while the shortbow player took sharpshooter, then the player with sharpshooter will be able to fight with their weapon in melee and ignore cover bonuses that result from firing into a melee. If the players both already have sharpshooter, then the player with the musket is likely to not gain an improved dex bonus as it's their second feat, meaning the shortbow user is going to be a bit ahead on accuracy and damage compared to what I gave them. But I aint doing the math for all that, so accept my concession.
>>
Does your character look like a main character or just another John Soldierman?
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>>96721017
t. karlach after those throwing gloves get unlocked
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>>96724619
That's fair
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>>96721447
As a 3.5 DM, this is the thing I'm most worried about going into 5e DMing. Encounter balance was a nightmare back then too but 3.5 was inherently less balanced as it was, so it's not like it was hurting anything. I had a rule of thumb about how many hit points and how much AC players should be expected to overcome, and always erred more on the side of padded sumo than glass cannon. Ever since my first time DMing ever ended with a huge enemy crab utterly destroying a level 3 party.
>>
>>96721621
to encourage the scene where the low level party member swings at the monster and it catches the blade in its hand, or tentacle, or teeth
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>>96724244
You could flavor it as the sorcerer being the font of positive energy that powers their spells
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>>96724648
Thanks for bothering to post any calculations at all, I was mostly just curious. In fact I don't even run 2024 anyway and probably won't ever try it.
>>96724213
>>96724540
Another good thing to consider for balancing guns at low levels is to remember to be anal about prices and encumbrance. Muskets are expensive as fuck and considerably heavier than longbows, bullets are also 6 times more expensive and 4 times heavier than arrows (if I'm calculating correctly). Make your musketeers regret it if they skip the gym.
>>
>>96724915
that's what the burro is for
>>
5e(2014) Dumb question does a creature's natural attacks (eg.claws, teeth, arm flails) count as a "melee weapon attack." I know they were "natural weapons" in 3.5 but I couldn't find anything for 5e. A page reference would be nice.
I want to see how a rogue/druid works.
>>
>>96725067
Monster Manual, page 10, near the bottom.
There's exactly 4 kinds of attacks:
>melee weapon attacks
>melee spell attacks
>ranged weapon attacks
>ranged spell attacks

Now, however, iirc there was something retarded in the rules anyway. If I'm thinking right, it's the fact that unarmed attacks make melee weapons attacks, but they are not weapons, which has certain complications with spells and/or some class abilities. Or I might be making that up, either way if it's a real rule I have a houserule to disregard that, anyone's fists can be considered weapons.
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>>96725197
I often go around that ruling by having my players use hand wraps to focus weapon buffs to their fists. That way they can enchant unarmed attacks. Wraps are easier to enchant, but can’t handle potent magic without a rare material.
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>>96725494
I just allow any 2 arms or any 2 legs or any other body part to count as a weapon, for example for purposes of casting holy weapon. So for example an Astral Self Monk can manifest his notStand and have Holy Weapon cast on his spectral arms, but then if he happens to make attack with his old boring fists, they don't benefit from holy weapon; and vice-versa if he has holy weapon on his meat fists and calls forth spectral arms, these don't benefit from holy weapon.

Come to think of it I should only make it 1 arm, or allow other dual-weapons to benefit from holy weapon but no player has ever fielded a dual wielder in this campaign so far and I doubt anyone is brave (stupid) enough to try.
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>>96725540
I see your logic. I would lean towards only allowing one at a time like you said, since weapon buffs only target one.

Yet I’d argue that one benefit of hand to hand combat would be that you “are” the weapon, allowing all natural attacks to be buffed. I’d go this way at least until a player absolutely breaks it.
>>
Trying to make an intermediate boss made of shadow for a level 5 to 7 party. This entity has a crystal in its chest. That is the only physical part of it. Which method would make it more fair for melee classes? Resistance to Piercing, slashing, bludgeoning, and other physical attacks, or disadvantage on all physical attacks, but full damage on hit?
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>>96726134
Narratively disadvantage sounds better, rules-wise both suck ass. What happens to the ranged and spellcaster focused characters?
I would consider the monster having 2 parts: one that has regular AC and is immune to all damage (the shadow part) and one that takes regular damage but has +5 to AC.
You don't want to use cover because Sharpshooter ignores it, and you don't want disadvantage because that shits on rogues for no reason.
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>>96726179
Hey that’s fair. The added AC would narratively makes sense in how hard it is to hit the Crystal, and then the regular AC would be for other attacks. Now it’s something like that with two parts, would it just be the attacker choosing which part to attack?
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>>96726226
>Now it’s something like that with two parts, would it just be the attacker choosing which part to attack?
I'd make the very first attack go against shadow part, and then the party realizes it's immune and that they can target the core. Attacking the shadow part may still pay off if there's something else attached to the attack roll, for example a guiding bolt to fish for paladin's crit, or if they happen to have some means of mitigating immunity.
Since the party is only level 5-7, maybe it's better to make the shadow part resistant to all damage, and the core part have +6 AC for example. Then it's their choice: do less damage or have significantly less hit chance. It depends on the total AC and specific damage of each attack I guess but overall it's probably worth it to attack the core anyway, in hopes of fishing for full damage crits.
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>>96724213
>>96724334
>>96724915
If you wanna put guns in your game, just make sure they have fall off.

>attacking using long range?
>damage die drops by 2 sizes

The pistol drops from a d10 to a d6, equivalent to a shortbow and has the same mastery.
The musket drops from a d12 to a d8, equivalent to a shortbow and has the same mastery.
The revolver and shotgun drop from 2d8 to 2d4, only slightly higher than the longbows minimum damage and have the sap and push masteries respectively. But their long range is abysmal adn revolvers are just fucking cool.

They are also incompatible with GWM on top of requiring their own feat to compete. Then you can factor or limt their power via ammo. You can add in the hunting rifle, 2d10 drops to 2d6 which is just a ranged greatsword, and just crank up the cost of its ammo.
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>>96724213
DnD firearm rules have always been shit because of retarded "muh balance" focus and playing characters who the developers argue shouldn't use guns. A lot of settings usually give excuses for why guns aren't in use too like the gods being cringe or technology stagnating some other way
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>>96721124
>I feel retarded, what is SR in this situation? Because "classes gain 1 spell/maneuver slot per Short Rest of each level (or 2 for level 1) doesn't make sense.

basically, all characters get half as many spell slots, but regain those spell slots when they finish a short or long rest like a warlock. In other words, at level 5, a wizard will have two 1st level slots, one 2nd level slot, and one 3rd level slot.

>Nah, this is retarded. Unless you're talking about just saving throws.
there's a reason I'm saying this. melee characters need signficantly more HP to to function than other characters do, so designing the system in a way where they have to choose between being able to deal damage in melee and being able to survive three unlucky turns in melee is necessary.

as for int/wis, this technically isn't necessary. You could just have your INT determine how many skills you have.

>Just delete multiclassing proficiencies. If you multiclass you get class features, but not weapon/armor/tool/skill proficiencies.

this doesn't solve the problem, becuase you can just start with one level in a medium armor class and then switch to a full caster.
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>>96724213
dnd firearms are dogshit, but redditors are obsessed with making them even worse by adding misfires and other stupid bullshit
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>>96724213
realistic for an early renaissance muzzle loading smoothbore. which is to say, they hit kind of hard and their long range is on par with a bow, but the reload is slow and they have the *accurate* range of a thrown knife.

So the best way to use them is kind of like a pirate would, pull it out and shoot it while engaging to melee or retreating.
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>>96727419
I think putting even 1st level spells slots and maneuvers on the same level is crazy.

>there's a reason I'm saying this. melee characters need signficantly more HP to to function than other characters do
What do you mean when you say melee characters? I'd love to see martials get additional hit dice at higher levels, like an extra hit die when their PB would increase. Would help solve this problem while targeting classes and not affecting ability scores.

I think if a wizard wants to waddle into melee, he needs to be built for it, and martials should simply be better at it. With more hit dice, you can add other systems that give martials a hand, like the origin healer feat. with more hit dice they'd make more use of it.


>This doesn't solve the problem
You're right. I'd like to allow multiclassing, but I haven't seen any good solutions to preventing the mulitclass start. Only things like
>can't multiclass out till 3rd
feels lazy
>you must start as what you plan your character to be
feels lazy on the other end
>raising ASI requierments to 15 instead of 13
might not be enough
>adding two ASI requiremnts to all classes like 2014 monk
would make some multiclasses very hard, while others would still be a breeze

Maybe some kind of combination of the last two

>15 in main stat and 13 in secondary stat
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>>96727822
>I haven't seen any good solutions to preventing the mulitclass start.
I'm pretty happy with the "Maximum Level by Class" solution I came up with. Fighter 1 / Wizard 19 becomes impossible, with Fighter 7 / Wizard 13 being the closest you can get. You still end up ahead of the spell progression of a half-caster, since you'd be getting your 3rd-level spells at character level 8, but it still makes the choice a real cost.
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>>96727822
>I think putting even 1st level spells slots and maneuvers on the same level is crazy.
About half I'd say, using Warlock and BM fighter as a comparison.

Basic attack with d10+stat damage at range.
Short rest: 4 maneuvers, 2 slots.
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>>96727789
>>96727425
>>96726887
>>96724213
Been thinking of adapting my 3.5 setting to 5e, and since it's the wild west with industrialized firearms manufacturing, rifling, smokeless powder, and all that other stuff that makes cowboy movies fun, I've been thinking a lot about how to handle guns. The 3.5 version was easy, because what, was I going to make the game *less* balanced?

This discussion has me thinking I should bump up the range on long arms and maybe tie things like quick reloading and rapid firing to weapon masteries.
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>>96728147
well, if it's wild west, the kind of firearm shifts from civil war, practically revolutionary war, to more or less start of WW1 firearms in less than 30 years.

So I'd say leave them exactly as is, the bog standard shit is the smoothbore renaissance stuff except it's trigger action flintlock, but "magic" versions start getting all the new technological upgrades, since magic is basically a form of technology in fantasy settings.

A percussion cap pistol is one with an artificer's "Repeating Shot" infusion as its enchantment.
Rifling is replaced by an enchant that ignores long range penalty, so a pistol increases to 90 no disadv and a musket to 120.

And then for the GOOD good magitech shit, you use the DMG stats for modern weapons. Revolver, Hunting Rifle, Shotgun. Automatic Rifle for Gatling Guns. But of course obviously that needs specialized ammunition, breech loaders and revolver chambers need proper ass machined rounds, with bullets and cartridges, not just lead shot you can make around the fire like that scene in The Patriot where he's melting down his dead son's toys into balls to kill his murderer's with.
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>>96728147
make sure your firearms are better than a hand crossbow were in 5.0 with archery+crossbow expert+sharpshooter, because even with a juiced up gloomstalker build, martials are still second banana to a wizard with an armor dip
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>>96728672
my solution for the 3.5 version was to turn the hideous weighting towards melee 3.5 martials had into a hideous weighting towards ranged. Bows also got a boost to damage and accuracy, but crossbows only got a bit of a boost to accuracy.
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>>96728692
we already have that. if you go into melee in 5e, they diagnose you with down syndrome now
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>>96728619
One of the very last Wild West moments, in the 1909 Spring Creek Raid in Big Horn Basin, Wyoming, one of the killers was identified simply because he was armed with a Remington Model 1908 semi automatic rifle and was basically the only person in the area to own one. The sheer number of .35 Remington cartridges he left on the ground gave him away.

So devastating rare and expensive but not unobtainable magic item seems about right.

"Well, he sang like a canary, we've got the whole posse now, but how did you know to arrest George?"
"Well, there's scorch marks for 7 damn Fireballs on the ground, he owns a Wand of Fireballs, and the nearest archmage is half a continent away. You do the math."
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>>96728701
they toned down ranged in 24. no power attack for anything that's not Heavy.

Which does include longbows and heavycrossbows mind you, but it still means no extra power attacks, where as melee can get them from GWM Hewing and Cleave mastery. Pure 0-cost damage, melee is king. Some class features make it especially so. Some low-cost class features really make it so.

The question is is it worth the trade-off, and most would say the answer is no. You can take as long as you want to kill things if they can't kill you back, and that means CC or kiting or cover sniping. Melee is the RDW of D&D, successful blitzkreig or guaranteed loss.

The only technical exception to this is monk, but if you're facing something you can reliably keep stunned as a monk, you're wasting your points stunning it, stop bullying the poor kobolds.
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>>96728701
Good, put that 24 STR score to good use.
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>>96728839
it DOES mean though, that if you have a CC causer in the party, whose CC doesn't fuck with allied melee, that melee is optimal fast kills though, shortening their clock to escape the CC.

So if you have a dedicated CC mage, it's got synergy. Technically layering CCs would be better at ensuring they can't escape lockdown before death, but that would also be markedly more expensive.

If you have no CC in the party, melee only exists as a very damaging kamikaze sacrificial lamb, very suboptimal.

Kind of like how damage prevention is better than in-combat healing, damage prevention also out-ranks both facetanking and mano-y-mano race-to-0 DPS.

Kiting supremacy is also why they make simple ranged negate Martial Arts scaling despite being monk proficiencies and why sun soul was sandbagged so hard. With 60ft movespeed, a BA dodge or dash if they need it, and deflection of projectiles, a monk with range can technically solo a lot of encounters. It's slow as fuck, but what are they gonna do? ESPECIALLY if sharpshooter gets involved, so the attacks begin from 600ft away.
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>>96728025
I would not say a maneuver is worth even half a 1st level spell, and a warlock is not something to use as a baseline for casters, it's not even a full caster. Like, you can compare menacing attack vs wrathful smite. One is d8, the other is d6. But the former lasts a round, while the latter lasts for a whole minute, with a save every round.
And in all honesty, at that point, you should just toss 5e's vancian casting into the trash and start fresh with something like spell points.
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DMing for 50% strangers. How do you decide if you're just not clicking with someone right away and it's fine or if they're going to be incompatible?
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>>96729029
>So if you have a dedicated CC mage, it's got synergy.
if you have a dedicated CC mage, you have a dead mage. this is beyond stupid even for 4chan
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>>96729051
>How do you decide if you're just not clicking with someone right away
You might have a bad session where you roll poorly and think "man, this DM is ass, I should have been able to X or I could have done Y" and you might just want to quit there.
You don't really, it takes time.
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New thread. I don't want to see anyone bitching about the tarot cards, you had more than enough time to do it yourself
>>96730025
>>96730025
>>96730025



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