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File: Vallejo.jpg (83 KB, 564x700)
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Survival Edition

>2024 PHB Scan
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)

>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: >>97479302

>TQ
What are your favorite house rules for survival-heavy campaigns?
>>
>>97511950
salami
>>
>>97511950
TQ: If you want to grab something in your bag, you have to d it outside of combat or use your turn to rummage. Players find out real quick that pockets are important.
>>
>>97511950
Pic looks gay.
>>
>>97511950
What would Vallejo-style sword & sorcery gnomes be like?
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>>97512028
Little guys with pointy hats and beards, but nearly naked with oiled up muscles.
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>>97512024
>>97512043
So gay?
>>
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>>97512028
Pretty much >>97512043
>>
Did we ever get an answer to the "Two Weapon Fighting" bullshit? I have a player that wants one attack with Vex, one with Knick, and another bonus action attack with Dual Wielder (another Vex). How do we rule this? They also want to switch weapons the entire time while this is going on.
Bonus Question: They asked if they could do all this while holding a shield and apparently "nothing in the rulebook says I can't." How do I shut this down? I told them I would honor RaW, but this just looks stupid to me.
>>
>>97512197
From what I understand, that's exactly how Wizards wants martials playing these days to try to balance them with casters.
>>
>>97512197
The shield bit is them being retarded, all the stuff for two weapon fighting and dual wielding and shit specifically mention when you're wielding two weapons so unless the dude has 3 arms, he can't do that with a shield out.

Swapping weapons between attacks and using multiple masteries are exactly what's intended though.
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>>97512209
>>97512250
>Literally Juggling Daggers and ShortSwords
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>>97512197
Dual Wielder does let you get a bonus action attack, which alongside Nick means you can get two attacks out of TWF.
And RAW I can see the argument that he could do that with a single hand by constantly dropping weapons, since there's only a mention of needing a different weapon, rather than using a different hand. It does require dropping, since while you can draw a weapon as part of the attack, sheathing requires an object interaction. But he'd need to be carrying 2 shortswords and a scimitar for every round of combat, which isn't going to be very practical.

Putting your foot down and having Two-weapon fighting require both hands is for the best, since you cut off a lot of the logistics about weapon-juggling that way.
In some ways I'd suggest giving him a magic scimitar/shortsword as soon as possible, so that he's encouraged to hold on to just those two swords and not juggle excessively.
>>
>>97512197
>When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.

>Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don’t need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.

>Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property.
> Quick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.

So the guy has a shield and one hand to use weapons with. Lets see:

Take Attack action: attack with Vex.
Unequip Vex, equip Nick (two weapons as per Quick Draw).
Attack with Nick as part of the Attack action.
Uh-oh, he can't stow or draw any more weapons! He still gets his BA for any other applicable action though.

With Vex and Nick in each hand, then it becomes:
Attack action - Vex, Nick (different light weapon;part of attack action), stow one, draw another, BA attack with that one.

Note that Mastery of Nick doesn't require you to actually use the Nick weapon, so you could technically attack with a shortsword and then a club AND make the club attack as part of the Attack action!

(I'm about to play a character with Two Weapon Fighting too, so I also need to get this straight.)
>>
>>97512371
I have been including the Stow and Draw Actions as part of each individual attack. So:
>Strike + Stow
>Strike + Draw
>Final Strike + Draw or Stow if you so choose
Am I wrong?
>>
>>97512386
You can equip/unequip one weapon as part of the Attack Action; not when just making an attack.
So yes, I guess so.

Just to make things even screwier, you can draw a Thrown weapon when making a Ranged attack with it (see: Handaxe, Light Hammer).
>>
>>97512417
Not the original intent, but:
Quick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.
>>
>>97512417
This is something that I've been wondering about myself. The Fighter in my party has been swapping between sword and shield to a 2 handed sword between turns depending on what he feels is more helpful, and my GM is letting him do that with the caveat that he doesn't gain the AC bonus from the shield if he's just attacked with the 2h weapon. Is that how it should be done RAW?
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>>97512560
Shields are a full action to equip or unequip
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>>97512572
Page ref?
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>>97512572
p219 2024
p146 2014
>>
When you GM when do you give the:

> “Don’t forget to smile! Maintaining a friendly, and approachable attitude with NPCs is an easy, and effective way to gain advantage, or at least cancel out a disadvantage on most social skill checks”

GM advice to players?

As part of session 0?
Before their first real social encounter?
Or do you not offer this advice at all, and let the players figure it out on their own?
>>
>>97512645
Unless it's been erratad already, page 219 doesn't mention any don or doff for shields. However the dnd beyond page for shields says it requires the utilize action https://www.dndbeyond.com/equipment/8-shield?srsltid=AfmBOoorI0vn5aes2ZESetHkytGXqX2i0PKue63rVugx34dna_CeLqD4
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>>97512682
>cancel out a disadvantage on most social skill checks
Why is there disadvantage on most social skills checks?
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>>97512807
NTA, but the wording is "most social skill checks," and "cancel out disadvantage" separates in the middle. Wording issue, but I see why you were confused.
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>>97512766
My physical copy of the PHB has (Utilize Action to Don or Doff) next to Shield, so it seems like it was errataed already.
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>>97512928
classic wotc
>>
>>97512682
> Maintaining a friendly, and approachable attitude with NPCs is an easy, and effective way to gain advantage… on most social skill checks.

Challenge: convince a dragon to gift you something from its horde solely by being affable and gregarious.
>>
>>97512682
If you have to explain to your players why they shouldn't be rude to every NPC they meet, you should get better players. I haven't had to have that talk since playing in high school.
>>
>>97513083
it's fun tho
>>
>>97513083
To be fair, “how to not be a stubborn, belligerent ass” is becoming something of a lost art nowadays
>>
rate these revisions

>cantrips known don't stack. You use whichever class has most and can replace one from any list when you gain a level.
>cantrips scale with class level
>prepared spells don't stack. You use whichever class has most and can replace one from any list whenever you finish a long rest.
>no spell slots. You have spell points equal to your level (half for half-casters and warlocks) and must spend points equal to the spell level to cast a spell. You regain all spell points on a short or long rest
>you can't cast more than one level 6+ spell per long rest
>Only artificer, cleric, and paladin can cast spells in heavy armor
>Druid, Sorcerer, and Wizard can't cast spells in medium armor
>Sorcerer and Wizard can't cast spells while holding a shield
>spell attack bonus and DC are based on your class level, not your ability scores or PB
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>>97513489
Why?
>>
>>97513489
Most of these changes seem like you'd be better off simply banning multiclassing, rather than having a bunch of convoluted rules about who can wear what or what stacks and what doesn't.

More importantly though
>no spell slots. You have spell points equal to your level (half for half-casters and warlocks) and must spend points equal to the spell level to cast a spell. You regain all spell points on a short or long rest
There's already a spell-points variant that I would recommend looking at before you try to homebrew your own version. The way you have it set up now is a substantial increase in spells available for every class, aside from Warlocks who get arbitrarily screwed over by only having 1 spell per short rest instead of the 2 they normally get.

Trying to convert every spellcaster into a short rest caster isn't something you can do in such a slapdash fashion and expect it to work.
>>
>>97513489
retard/10
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>>97513489
> cantrips scale with class level
Isn’t the whole concept of the cantrip: they’re kinda shit, but don’t use a spell slot so even when the caster is out of slots, they aren’t completely useless?

Isn’t having them scale missing the point?
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>>97513772
Hey anon, what happens to firebolt when a character hits level 5?
>>
>>97512561
None of that has shit to do with
>creativity destroying sloppa

You can be upset about the AI tech bubble and shit that's bringing with it if you want, but I draw the line at moral outrage about how "le slop generator is destroying art". Nobody cares, fuck off and get a life.
>>
>>97513489
Most of these seem like you just don't like the idea of people building creatively outside of the standard spellcaster archetypes of the base classes, and like the other anon mentioned if you feel this strongly you should probably just say no multiclassing instead since it's an optional rule anyway.

>Sorcerer and Wizard can't cast spells while holding a shield
This is already covered for spells with somatic components, unless the caster is takes some feature specifically to get around that like metamagic or is like holding a shield and a spell focus for some reason.

>spell attack bonus and DC are based on your class level, not your ability scores or PB
Why the fuck would a wizard with 10 intelligence be just as good at casting spells as his buddy with 18 int?
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>>97513956
>Eats so much slop he forgot how to chew
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>>97513985
>unless the caster is takes some feature specifically to get around that like metamagic or is like holding a shield and a spell focus for some reason.
War Caster.
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Give a me justification how each Class would be constantly barefoot?
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>>97514049
Druids? Easy.
Barbarians? Why not.
Warlocks? Archfey types would make sense.

And medium-heavy armor wearers are near-zero.
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>>97514045
Yes, that is in fact an example of a feature one would take to get around the requirement to have free hands for somatic spell components.
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>>97514049
Dude, why? Did you forget the kinds of places adventurers go? It’s a great way to get tetanus or ringworm (and you know damn well the GM’s gonna jump at the opportunity to punish recklessness).

And I mean, with all the gross, sharp, hot, caustic, and sticky things on the floor of any given dungeon, let alone the wilderness around the dungeon, why invite that drama? Just put on basic sandals or cloth wrappings to avoid the complications.
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>>97514033
Is that where the term "starving artist" came from?
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>>97514049
The brain damaged player is trying to shoehorn another fetish in to the game.
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>>97514073
My PCs are always barefoot. I just don't tell the GM or Players
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I hate how channel divinitity doesn't actually involve you channeling a god or angel or whatever
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>>97514249
>divinitity
it does but ok
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>>97512572
That's retarded, why not a free action?
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>>97514353
Why is it retarded that it's not a free action to get +2 AC for free at the end of every turn?
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What are some qualms people usually have about DnD 5e? It seems that some people think its the most ass system ever but is it really? From what I gather, people don't like D20's in the grand scheme and "pass or fail" is often seen as ass because the D20 is so random? Is that really the case the though. What do you think? I personally have only ever known DnD 5e and never played any other versions. I only started playing DnD like within the last 3 years.
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>>97514921
>It seems that some people think its the most ass system ever but is it really?
That title goes to FATAL, but people love hyperbole.

For 5e compared to other D&D editions, it tried to set itself up as an average or meeting point between them, which it succeeds at in some respects. But that also means other editions beat it out at their own specialties. AD&D is better for gritty survival games. 4e is better for tactical combat. 3.5 is better for character customization and builds. 5e can do those things, but if your group prefers one in particular then you're better off playing a different edition.

For 5e compared to non-D&D games, the binary pass/fail on a flat curve is a sticking point for some people. I find it's only truly an issue in the cases where the game isn't being run quickly though. It's one thing to miss an attack. It's another thing to miss an attack and then have to wait 10 minutes before you can take another turn.
>I personally have only ever known DnD 5e and never played any other versions.
Trying out other systems, even just for one shots, is a pretty good idea regardless. Even if you still end up preferring 5e, it's broadening your horizons to see how other systems handle things.
>>
>>97514966
NTA, but what would be good systems to try?
The superhero one and Daggerheart have my interest, but not sure what else is out there.
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>>97514999
>the superhero one
Doesn't exactly narrow it down.

That aside, I tend to suggest Call of Ctulhu. It's relatively simple with the 30 page quickstart guide, and it's focused on a different genre than typical heroic fantasy.
>>
>>97514921
It simplifies things too much. 14 in particular did so and basically made it so each class had a good subclass and a trap subclass in the PHB as well. You're also pretty much locked into a build from level 1 rather than making decisions based on the character's arc.

>>97514999
If you want something that's basically 3.X? Pathfinder 1E. If you want something that simplifies the character sheet but maintains huge player build choice? PF2E. There's also Starfinder that takes the setting into the far future.

Chronicles of Darkness is great for more social-focused campaigns, with the core book a great tool for running lots of stuff where the players are regular humans, and the splats where you play as various monsters each have their own tone and feel.

Beyond that, what exactly are you looking for in a game? There's hundreds of options.
>>
I'm working on a system for Martials in down time. While casters can enchant, I want my melees to be able to study at an academy to learn very low level skills from different classes. I'm talking level 1 and 2 stuff. My plan is to have it be a 30-365 day process depending on what they're learning, with steep gold costs, but at the end they'd be able to sneak attack (1d6) or Second Wind like a fighter. Casters can do this too btw. Thoughts?
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>>97514966
>That title goes to FATAL, but people love hyperbole.
MYFAROG is up there too, though FATAL wins on "most pointlessly overcomplicated."
>>
>>97515153
lol, I only heard of one where you use points to make a superhero and you get a bunch of options for customizing precisely how your powers work.

>>97515157
What about the kind of player that gets really into making the character backstory and the story parts of the game as opposed to the mechanical/combat parts?
I guess making a build is cool too.
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>>97515283
>What about the kind of player that gets really into making the character backstory and the story parts of the game as opposed to the mechanical/combat parts?
CofD
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>>97514921
My big complaint is when people try to use it as a universal system instead of what it's actually designed for, especially where there are other systems meant specifically for the sort of game they're trying to run, but they refuse to learn them out of sheer laziness.
>>
>>97515298
I'm not really a fan of horror, but its going on my list to try when I get bored of 5E.
>>
>>97515348
Horror isn't really the core of the game. Most of the lines are thematic about being the monster, not running from them. Or in the case of Hunter, turning the tables on them. Vampire is more about Politics, Werewolf is being a spirit-material border cop, Changeling is a mix of politics and exploration of dangerous wonder, and so on.
>>
In DnD 5e, how dangerous is the dark? My character normally uses a sword and shield but I believe our team will be going into an undead crypt soon. Should I put my shield away and use my free hand for a torch? Or it just depends on what everyone else is doing? Without the shield though, I'd take more hits obviously. Just worried that if we have no active light source, our party will get ambushed and fucked by dead things.
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>>97515791
like everything in 5e, it's trivialized by cantrips or racial abilities
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>>97515835
Seems like that would be true for every DnD version though right?
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>>97515842
Magic trivializes everything. The only part that pisses me off is the people at the top going "no, you can't use magic for THAT," like, dude, it's fucking magic.
>>
Anyone have a pdf of the pugilist?
>>
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Two threads ago:
>The players are fucked
Now:
>The players killed Venomfang
Venomgang died on the last turn of the 4th round.
He was able to cast Poison Breath 3 times, getting lucky on the recharge rolls. 1-shot the Paladin, half-healthed the Artificer, didn't even scratch the Ranger. Due to their positioning, he could never hit more than one in a single breath.
Paladin, Barbarian and Ranger each got a cool moment during the fight.
Venomfang tried to run when he fell below 25% HP, he was taken out during his escape.

My players are freakishly strong for 3rd level. Well, and they are veteran players and DMs themselves. They play well.
It seems nothing can stop them.

I had prepped a great deal for how things would go if they didn't try to fight the dragon. Despite how evil he is, Venomfang could have been a valuable ally later in the campaign.
>>
>>97516218
>Green Dragon
>Venom Fang
Ignoring that, good that your players were able to kill him before he flew away. Dragons are tough to hunt down once they take to the air. 25% health is normally more than enough to make an escape.
>>
>>97514999
One suggestion you might not see in a lot of places is Tenra Bansho Zero. It’s a very different style of play, but the karma system is one of the most elegant things I’ve ever seen in a TTRPG.

Beyond that, it’s worth playing GURPS at least a few times, as long as you have someone experienced to GM it and wrangle everyone’s character creation.

As far as things in a similar genre to D&D, my group has been experimenting a little with Shadow of the Weird Wizard and it’s been going quite well.

Even after all that, and having started with 3.5, we keep coming back to 5e and aggressively homebrewing the shit out of it.
>>
Steal my NPC, lads.

>6th level Alchemist Artificer
>has a mission for the party to clear some dangerous creatures out of an area he wants to use
>is way too cautious to even want to try to do it himself
>reward for quest is a free month of license for up to three magic item infusions
>30 days of one magic item, 15 days of two, or 10 days of three
>license open to be renegotiated at a later point in time
>knows the Radiant Weapon, Repeating Shot, Repulsion Shield, Resistant Armor, Returning Weapon, and Replicate Magic Item (whichever magic item replication you think works best)
>is also obsessed with the letter R
>dumps all his six spell slots into one of each Experimental Elixir to help the party out in the quest (perishable consumable prevents hoarding)
>>
>>97516248
I too changed the name of Venomfang in my Mines run due to how stupid it was.
>>
Just to be clear:

> running, climbing, swimming, lifting unreasonably heavy stuff
That’s an athletics check

> jumping, swinging, stuffing oneself into disconcertingly small spaces
That’s an acrobatics check

> knowing that tomatoes are edible despite being a nightshade
That’s Nature or survival?

Also, what would the check be for “not looking suspicious”
>>
>>97516857
Someone wrote a while ago that if you're going up, it is an athletics check, if you're going down, it's acrobatics. Very simplified, but really gets the essence of it.
>>
>>97516857
>Jumping would be athletics or acrobatics depending on how it's described
>Knowing a tomato is poison is Nature while being able to forage them is Survival
>Not looking suspicious would be Stealth since it's blending in. Intimidation can be used if you look aggressively at people who stare.
>>
>>97516857
Jumping is also athletics.
>>
>>97516857
>>97516875
>>97516910
Here's the next question: Is Acrobatics/Athletics a free action? For me, movement is movement, you can't go farther than that, but if you want to leap some of that distance or jump skillfully to the ground, I ask for a roll, but I don't make that the character's action. How do y'all rule it?
>>
>>97516950
I make sure to not invalidate existing class features. For example, the Cleric can't make an Acrobatics check to reduce fall damage because that would invalidate the Monk's Slow Fall.
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>>97516980
A paladin can roll stealth, does that invalidate a rogue? Not trying to be an ass, just saying.
>>
>>97516986
Anyone can roll Stealth, and anyone can succeed or fail depending on the roll and the difficulty, but you're actively missing my point. If someone has a class feature that does something really specific, it's a really poor idea to let someone else do that specific thing without having the class feature in the first place.
>>
>>97517010
My only point is not letting them try is more of a railroad than just letting them give it a shot. Sure, the monks have the skill, they don't even have to roll most of the time, but I wouldn't deny my player the roll, no matter how frivolous, purely on the basis that "It's a different class's ability." For things like Wild Shape, I got you, I'm on board. To tumble when you land? That's not class exclusive in my mind.
>>
>>97516950
if there's a chance to fail there's a roll
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>>97517035
I meant though do you make your players use their Actions to roll for that stuff, or just include it as part of their move?
>>
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>>97511950
>What are your favorite house rules for survival-heavy campaigns?
Had a heart-of-darkness themed campaign where there were three types of random encounters: attacks (1-3) weather (4-6) and calm (7-10). Weather was things like diseases, sudden rain, intense humidity, and a non-combatable swarm of bugs. Meant to simulate jungle exploration.
>>
>>97517044
no, moving is moving. If the check fails I may say all their movement is spent however
>>
>>97516869
>>97516875
Well thoughts that were coming to mind for me would be:

> there’s a section of wall that’s partially collapsed, revealing some kind of space beyond, but the opening is only 16”x20”
That just feels like an acrobatics check to crawl through to me.

> a section of walkway has fallen away, if the PC doesn’t want to find another way around they’re going to have to jump
I suppose if it’s just a leap across it could be an athletics check, if it involves jumping and grabbing a support cable and then jumping from there to the other side of the gap might be acrobatics

> to get to the higher levels of the tower means ascending a 75’ tall ladder straight up.
Normally climbing a ladder is a big ‘ol nothing, but after 50’ it becomes more of a test of endurance and probably could demand an athletics check

> there’s some kind of organic slime coating the floor of this drainage tunnel, making it particularly slick.
If the character wants to move at anything faster than a crawl, they’re probably going to need an acrobatics check to not fall on their ass.
>>
>>97517150
Oh! Now that I’m thinking about it:
Perception could be used to eavesdrop on peoples conversations.

as unglamorous as it sounds: something a very, very low level party could do to better gear up is find a dungeon that’s already been cleared out by more prestigious (re: significantly higher level) adventures and pick through it. The previous party would’ve already killed off the dungeon’s most powerful occupants, and at higher levels adventurers get more discerning in the loot they take, leaving behind gear and coin that’s not particularly valuable or useful to them, but possibly of Great use to first-timers, it’s just a matter of finding dungeons that fit the criteria
>>
Do DMs prefer darker/edgier backstories or more simple lighthearted ones?
I think I lean more into tragedy as an inciting incident over a character who just wants to see cool shit.
>>
How important is multiclassing for someone new to dnd? I want to go paladin, specifically oath of devotionI. 've read that grabbing 2 levels in hexblade (at 2 and 3) is "ideal" for that. Should I bother with multiclassing and delaying the oath that would be at 3 by grabbing hexblade for shield and blur or just go full on paladin?
>>
>>97517294
this a role playing game go play vidya if you want to min max
>>
I want to play Johnny from Devil Went Down to Georgia but as a warlock. Do the pacts allow me to have gifts that I won in contest or does it have to be a sale?
>>
>>97516857
https://thealexandrian.net/wordpress/51861/roleplaying-games/random-dd-tip-acrobatics-vs-athletics

If climbing, jumping, or swimming is the main part of the action taking place, or if it is using physical might to break things (as per p14 of the 2024 PHB), it's Athletics. If it's something that isn't one of those three things, it's Acrobatics. I will generally allow my players to roll the skill with whichever stat is best for them, so long as there's a narrative justification for it (i.e. my Monk rolling Athletics (Dexterity) to break down a door by executing a kick with such precision that the door has no chance of not being broken down).

>>97516950
RAW (p24, 2024 PHB) your movement on any give turn of combat "can include climbing, crawling, jumping, or swimming". I think it's appropriate to call for a check if the outcome of an action is in doubt (e.g. if your character jumps over a table to attack someone on the other side of it) but if that's just their method of locomotion then it doesn't matter.
>>
>>97517294
I would not let a new player multiclass at my table. Just play a Paladin or a Warlock.
>>
>>97517377
read the rules dumbass. There's two items any warlock can get from their patron in the PHB and two others in tashas
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Have you ever played in a gimmicky party? Like everyone agreeing right from the go that you are a traveling theater company and have to start with an entertainer background, or all the PCs have to take a warlock level, or you all have to play monstrous races, or the minimum size is large, or whatever.
>>
>>97517294
If you're new, don't bother. Paladin is just fine by itself.
>>
>>97517461
I kinda want to do a small races only campaign at some point, but I'm not sure if my players would want to.
>>
>>97517294
(Good lord I need a way to beat this into people) Stop trying to game the system! It’s never going to work and you’re just annoying everyone else when you try. I mean, sure, you can absolutely go get a copy of the tomb of annihilation adventure module and go through it to kit out the perfect build to effortlessly solo the whole thing. And as soon as you move the character to the game table, it all falls apart and the character is struggling right alongside the rest of the party. Why? How? You forget that there’s another human being on the other side of the DM screen with as much free will as you and the unique god-like power to just change shit on a whim. Which they will do if it means making things more interesting. So you’re better off just making something fun and not worrying about if it’s “optimal” or not. unless you’re only idea of fun is effortlessly dominating all that is before you, then you may need to bring that up with your therapist

>>97517285
Ehh… depends on the table. I know for myself when I’m running the games, they’re going to be the kind of lighthearted and straightforward action-adventures that one would expect at a game for hanging out with friends/making new friends and unwinding after a long week of working for a living. Now that isn’t to say you couldn’t make a super grim and serious character with a dark backstory. But I am saying you might get more out of the character and setting if you embraced the tone a bit and made a character that more matched the overall tone, or at least has a more “neutral” backstory, if lighthearted just isn’t your thing.
>>
>>97517441
I mean the actual spells and stuff, do they assume you're working for the patron or can you have stolen power?
>>
>>97517761
none of the rules assume a patron. In fact, some of the rules don't even make sense with a patron (see pact of the blade)

you'd know that if you read the rules
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>>97515791
sorta depends on how your DM does light, I've had one who was autistic about it, and one that barely ever mentioned it
>>
>>97516248
>>97516824
Venomfang was sort of a last minute addition to this campaign.
He could have never existed until the players said:
>Let's just pop by Thundertree and pick up Mirna's necklace that she left there 30 years ago as a child.
They had no other reason to go, having already found Cragmaw Castle.
Glad I added it. It really fleshes out the core of this campaign.

And hey, at least I changed "The Black Spider" to "The Herald of the Shattered Web".
"The Black Spider" is like a default name for a Drow villain.
>>
>>97517984
Another small comedy note, one of the players has played this module before. He keeps recalling things incorrectly because I changed them
>I never said "The Black Spider"
>I never said there were orcs at Wyvern Tor
>I never said Wave Echo Cave, they just referred to it as The Lost Phandelver Mine
>>
>>97517995
Always fun to catch some metafag out with substantial changes to the book.
>>
just fucking around with an idea.
>>
>>97516857
>Also, what would the check be for “not looking suspicious”
Depends on the context, but usually like a performance or deception, potentially stealth depending on what you're trying to do while not looking suspicious.
>>
If you have eight 6th-level characters in a party, everyone has permanent resistance to fire damage through racial features, subclass features, or magic items, and everyone who isn't an arcane spellcaster has a +1 weapon, what's the fire-immune creature that would give them the best boss fight? Fire Giants, Efreeti, and a variety of Red Dragons and Devils come to mind.
>>
>>97517995
I played with someone who clearly had read the book. I moved all the traps around but he clearly couldn’t say anything without giving it away. He quit soon after. What a fuckwit.
>>
>>97517285
Depends on the table and the game
As a dm I want my party to be end up as big damn heroes and prefer stories full of a feeling of hope in a dying world
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I don't want to be a cat but that movement speed bonus is very tempting. What do I do?
>>
>>97517294
>Playing hexadin first go
Your game probably won't go for long. Just go pure paladin until at least level 5 if you want two attacks and level 7 if you want that aura, I forget what it's called. If the game is like most then you'll have like 2 or max 3 combats between long rests so you'll have plenty of spell slots. Short rests are an hour so can be retarded to take most of the time.
>>
>>97518611
It's level 6 not 7 for the aura.
>>
Bit of an odd question, but are there any supplements (3rd party or otherwise) that focus a lot on mutations or similar stuff? Preferably stuff you can bolt onto existing races; my turn to GM's coming up and I was thinking of proposing a story where everyone's a circus freak.
>>
>>97518824
Drakkenheim for mutations, or Grim Hollow for Mutation Druid, Eberron for Changleing
>>
What's the most fun you can have without ever rolling an attack roll? I want to build something that relies on saving throw spells and maybe Magic Missile.
>>
>>97518858
Divination Wizard gets good saving throws through Portent. Bard could also be fun, since you get lots of social and utility abilities. Both get magic missle.
>>
>>97518573
Be a half cat (visually indistinguishable from human)
>>
I'm looking for the digital maps of official modules, preferably if already sized for roll20. Thanks for any one willing to help
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>>97518845
All right, thanks man!
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>>97519125
I dunno shit about roll20 but 5e tools has them. I assume their roll20 tool imports them "sized" correctly.
>>
Weird question:

But hypothetically: if your PC overheard another party of NPC adventurers bitching to each other that their last “quest hook/dungeon tip” turned into a big ‘ol waste of time. What key words or phrases would clue you in that, even though these adventurers didn’t find anything interesting, it might just be worth YOUR party’s time to go investigate for themselves. Maybe the other guys missed something.
>>
>>97519125
You paypiggy up and buy the modules on roll20
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>>97519278
What's your party's goal? If your game is dungeon diving for the sake of dungeon diving, you could have the NPCs be clearly higher level than your party so that while the treasure in the dungeon might not be worth it for them, it might be for the party. Otherwise, if there's a specific thing that the party is working towards, have the NPCs make oblique references to things that have to do with that goal.
>>
Is it a red flag if someone wants to play the EEPC Aarakocra?
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>>97519536
Flying races are already a red flag. Wanting the version. That has a 50 foot fly speed even moreso.
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>>97519575
>
>>
>>97519575
Winged Tiefling Evoker 10/Hexblade 1/Fighter 2
>>
>>97519629
For what purpose does this abomination of a multiclass come together?
>>
>>97519463
> What's your party's goal?
What I was thinking of setting up is that they (the party) are despite for some kind of payday or something more than their starting funds so their careers as adventurers doesn’t just end right as they were getting into it. So they would be looking for treasure 1st, extra gear and equipment 2nd

My initial thought was to imply from their complaining that is other party Didn’t find a damn thing, but that “might’ve” been because they were sloppy in their search of the dungeon site, and fixated on looking for something different from what was there (like they were so busy looking for evidence of a demonic incursion they missed the obvious clues of a goblin hideout or ettercap nest, or something)

But I am taking notes on what you already suggested.
>>
>>97519938
NTA, but I'd say having the other party be pursuing a specific antagonist, like some sort of evil mage, would be the best way to suggest that there would be more left in whichever dungeon.
Since at that point, they're not scouring the place for treasure, and might instead just be making a beeline to the end in hopes of stopping a villain from opening up some sealed section of ruins.

Plenty of room for them to boast about how they drove off or avoided certain monsters known for having treasure as well. If they fought a dragon and that dragon fled, then there's probably an injured dragon with a hoard still in that dungeon, for example.
>>
>>97519938
An adventure about starting an adventure? Neat. I had a novel I was working on in the same vein. Maybe you can use: A tutor taking them into the dungeon that's been cleared only to find out they missed a large area and monsters attack, a locking mechanism trapping them in a room that the first party realized was trapped and just ignored, or possibly drawings on the wall that lead to a treasure map if you pay close enough attention??
>>
Is it plausible for a Level 1-3 Rogue/Bard to have a wildly inflated reputation? Her notoriety stems from gossip, theatricality, and exoticism rather than raw power. Despite having led a band of 40 river pirates, she only personally killed 0-5 tops over three years of activity, relying on cunning, scams, heists, and psychological tricks to avoid bloodshed.
>>
>>97520557
Anything is plausible if your DM approves it.
I wouldn't think a character would have some sort of reputation until they're at least level 5ish with a feat.
>>
>>97519938
> “complete waste of time! No ghosts, no demons, no secret ritual room, Nothing!”
> “admittedly, that basement certainly looked like a space a demonic cult would use”
> “-but they didn’t, “no cults for over 200 years” that’s what the old coot said, should’ve just taken his word for it.”
> “…wait… did any of us actually check that well in the basement?”
> “which one?”
> “DOESN’T matter! Neither one was a demon portal! So why bother!?”

Sounds like where you’re going… right?
>>
>>97520557
Folk hero background, so sure. I mean, we have famous commoners on Earth if you want to get real. Danny Davito isn't a level 2 Bard at all and he's famous as fuck, boi.
>>
>>97517461
We've been joking around that next time we should play straight forward villains. We've been playing good guys for a long time now and our current campaign is the first where it's more obvious that at least 2 of us are either not good people or are just neutral shitters put into a situation where doing good just so happens to be a byproduct of what we're actually trying to do so it's been getting us talking about a hypothetical villain party
About as gimmicky as it's gonna get though since none of us have talked about being a specific race or class for it
>>
>After your triumphant return, a young girl offers a flower
>She grants it to the party member with the highest Charisma. (Female Elves are treated as having +3 to Charisma, Female Half-Elves or Humans +1)
Who in your party is earning a flower?
>>
>>97521479
The Tiefling Hexblade
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>>97521479
Our party's Human Swashbuckler.

Also WHAT THE FUCK IS WRONG WITH THESE SADISTIC CAPTCHA MAKERS?? "FIND THE IMAGE THAT'S NOT LIKE THE OTHERS" AND I GET THIS FUCKING SHIT
>>
>>97521479
Huh, male elves don't get any CHA modifier for this challenge?
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>>97521570
That's not until puberty
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>>97521479
Based gay knife-ear fetishist loli
>>
>>97521479
My aasimar is the only one with a positive charisma mod, and she's also a planetouched half-elf in a party with three humans and a firbolg (all male). If that feels like having my cake and eating it too, she's also copping anti-elf prejudice in the story.
>>
>>97521479
Feels a little too OSR there friendo. Have you considered forcing your players to sing and have a homosexual dance off in the LFG parking lot to determine who gets the flower?

This should take a minimum of fifty minutes real world time to complete.
>>
>>97517238
>and at higher levels adventurers get more discerning in the loot they take, leaving behind gear and coin that’s not particularly valuable or useful to them
I get this is the conceit which makes things work but it's absolutely not how PC parties work. They're better than a gelatinous cube at cleaning a dungeon out of every errant piece of minutiae, no matter how trivially valuable.
>>
>>97522245
Well I guess that gives credit to >>97519278 idea that your guys are following up on the other party that was just too stupid to find the dungeon entrance in the first place
>>
>>97521479
My character, the Drow Sorcerer with a 20. The Orc Warlock also has a 20, but you gave her a +3 bonus.
>>
>>97520124
> tutor taking them into the dungeon that's been cleared only to find out they missed a large area and monsters attack,
This might also be a good tool for reminding players early on that there’s more to an adventurer’s kit than weapons, armor, and potions. And it’s good to stop and ask around to see what else they might need (like rope, torches, etc…)
>>
>>97515274
Both of these are technically playable. RaHoWa is rape for the eyes AND unfinished.
>>
>>97518202
emissary of light might be a bit too strong. the rest are fine. Emissary of life might even be a little too weak
>>
>too autistic to go to the local shop and meetup with randoms to try out dnd
>my friends arent interested in tabletop shit
>>
>>97523620
You can try finding an online game or even used a paid DM.
>>
>>97523620
Make better friends.
>>
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>>97523623
>paid DM
I really need to get into that scam
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>>97523751
>scam
What do you even mean by this?
>>
>>97523890
Pay me 20 bucks and I'll tell ya
>>
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The players know a Drow lieutenant of the Drow villain escaped down this cave almost 2 days ago. They were also told by a dragon that down here is an exposed magical ley-line that might interact with their campaign McGuffin.
>1st node is a fight against some spiders.
>Right branch is a Myconid colony. The ley-line is here. The McGuffin can be empowered with a large quantity of thunder/evocation magic here, but the players risk getting harmed and pissing off the Myconids.
>Left branch is a tight tunnel filled with dangerous mushrooms, Bibberbangs and Torchstalks. And a Darkmantle ambush at the end.
>4th node is a natural balcony overlooking a great underground geothermal lake. Hook Horrors (attempt to) ambush the players. Booming eruptions from the lake cause chaos during the fight.
>5th node is a giant stalactite overhanging the lake, hollowed out and used as a Drow waystation. The station is now defunct, the next stalactite has collapsed, and the trail cannot be followed. Here, the players can learn that the Drow villain is going to reach their goal if the players decide to do every side quest.

What do you guys think?
This is my first time making a dungeon from scratch, instead of sticking to the module.
I think it needs more loot. And the opening spider encounter is uninspired. And the Myconids are just chilling, not clear goals, that might need to change.
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Thoughts? I think it's very interesting that this exists. It's not shitposting; it actually helped me to build some builds as a beginner. I think it's a great guide.
>>
>>97524323
donda est la biblioteca pedro
>>
>>97521479
The secretly-evil worghest-flavored tiefling warlock who eats people and is working behind the scenes to bring about the revival of his dead god.
>>
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>>97523890
DMing is as fun as playing, so you're basically paying someone to play DnD
If you don't think DMing is as fun as playing, don't DM ever again
>>
Which classes make for the best himbos?
>>
>>97524829
Anything CHA based, wtf kind of question is this?
>>
>>97524829
>+STR, + CHA, -INT
Paladin
Also - Barbarian, Bard.
>>
>>97524783
What's so fun about being a GM?
>>
>>97524829
Anything that doesn't require high INT, with high CHA and/or STR.

Paladin
Fighter
Barbarian
Bard
Sorcerer
Druid
Rogue
Warlock
Monk

Take your pick really
>>
>>97525019
You are pretty much playing a strategy game and the 'enemy AI' is the people you're playing with.
>>
>>97525293
ignore this retard, the fun of being gm is having players invested in your world and the fulfillment you get from making others have a good time

my last session I just spent the first hour saying nothing. the players discussed events, planned ahead, made theories, etc. I only occasionally clarified things and did the lightest touches of flavor. When you can make people invested in a story and it exists in their minds without needing to do anything, except the slightest maintenance like pushing a swing at the right rythm, it's the best feeling
>>
why do powergamers always wear a mask
i interview/vet players, make sure they understand this is character/story driven, not a minmax game etc. Yes yes they say that's what they want absolutely

Fast forward character creation "I was thinking my character could be a hexadin..."
holy shit fuck off to your own game with your fellow autists, stop trying to infiltrate mine
>>
>>97524783
It requires more time to do prep work and some experience on what works for players. Time and experience not everyone has.
>>
>>97511950
Does errata count as part of the CC-BY srd, or if I'm writing for 5.5 do I have to use the bullshit overpowered scaling version of Conjure Minor Elementals?
>>
>>97527219
At a glance, it seems like they've made an effort to have the updated SRD exclude 2014 rules.
Safer bet would be to create your own homebrew spell with a few tweaks and use that if you're worried about whether including the old spell is allowed. Assuming that you care about publishing all this, obviously.
>>
>>97525019
Tempting and manipulating the players is easily my favorite part. It's basically the only time I can do that sort of thing ethically.
>>
>>97525922
Many view their one note power fantasy character as well written and valuable to the story. They view themselves as the Goku, the big strong guy that gets shit done so the story can advance faster. Basically they're retarded and don't know the DM side of the screen at all. I have one min max player that I've gotten to calm down a bit, but whenever he tries to run the game it immediately implodes.
>>
>>97527375
The worst part of it is you can run a fully mechanically min-maxed character in a way that doesn't fuck over the game if the player isn't retarded and understands how to give a character believable flaws (without going into full retard "my character has to attack that NPC that we desperately need information from, because he hates that race cause of his tragic backstory" territory).

But inevitably the dumbasses just want to build their perfect anime protag who's the best at all the things.
>>
>>97524783
Domming is as fun as subbing, but people pay for that too.
>>
>>97524323
>Witch
>Explorer
>Soldier
>Mage
>Factitioner
>Rascal

Interesting name changes
>>
Could Mage Hand function as a hand fan?
>>
>>97527673
People pay for both. A paid sub is just a normal ass hooker.

>>97527345
>At a glance, it seems like they've made an effort to have the updated SRD exclude 2014 rules.
They're CC, they literally cannot take either of them back. I could post the pdfs to Wikimedia right now, probably should for posterity in case WotC ever decides to take them down. I could print and sell totally unmodified copies. The only step more relinquished of control would be a full release to public domain.

I just need to know if the errata are included. And after some word searching, it looks like 5.2.1 CC includes the 2nd printing errata for 2024, and 5.1 CC already included the PHB 2014 errata.
So, the answer is no but yes, the errata documents themselves aren't CC but they've already been folded into their respective primary CC releases.
>>
>>97527955
Rules as written no, what it can do is enumerated.
Rules as common sense yes, it conjures a tangible hand under your control, it should be able to do anything a free hand can do unless otherwise specified such as it's carry weight restriction.
>>
>>97527955
>>97528072
RAW you can definitely have it do something like wave a paper fan for you, since you can use your action to have it manipulate an object.
>>
>>97527955
Could Mage Hand be used to reposition your balls inside your underwear without anyone noticing?
>>
>>97528107
No, mage hand can only interact with objects that exist within the material plane.
>>
Im one of two Warlocks in my party and I love comboing my Hex with the GOO’s Detect Thoughts so he can easily probe deepily into people’s minds.
We’ve already been doing Good Cop Bad Cop, but a new player is an Illusionist Wizard, so I hope all three of us can start doing even greater shenanigans.
>>
>>97528107
Unfortunately, your balls aren't an object, they're part of a creature. Creatures and Objects are two very different things for the purposes of magic, most spells only target one or the other.

BUT it doesn't specify unattended objects, so you could adjust your underwear to adjust your balls. Or someone else's, if you'd prefer.

Or if they're just itchy, you could use prestidigitation to replicate the "harmless sensory effect" of scratching them. Or someone else's, if you'd prefer.
>>
>>97528965
What if your wife keeps your balls in her purse? Are they still part of a creature, or do they become objects?
>>
>>97528571
Interesting synergy. I recently used Charm to good cop bad cop myself, it works surprisingly well.
>>
>>97525922
Stop being such a sperg.
>>
>>97529452
NTA, but I just started a game and during creation I say multiple times "core rules only." Still had to say no to all of them asking for homebrew.
>>
>>97529464
Which core rules?
>>
>>97529475
>2024e
>Plus Ebberon
>Plus Heroes of Faerun
>>
>>97525922
That's really easy to filter with even the most basic bitch level of house rules.
>"Hexblade isn't available as a character option"
>"Certain multiclass combinations aren't available. See the list below."
>"I've adjusted a few classes and subclasses. Any features that previously allowed you to use a mental ability score in place of a physical one for weapon attacks have been replaced."
Literally any of these fix the problem, and that's just off the top of my head.
>>
>>97529693
I don't care. I shouldn't have to do that. If I'm advertising a game that is not about challenge, min maxing, testing your build, whatever, and the player FUCKING LIES about his preferences just so he can play his munchkin shit I'm not the one at fault. How fucking hard is it to be honest about what you are looking for and find a game that suits it?

I'm mad because this is the third time this shit happens. You fucking autists get kicked from games from being annoying as fuck then you go pretend you care about something other than minmaxing to get into anything you can
>>
>>97524181
>>97524181
Uhh… nobody’s answering you.
Well, let me see if I can help. I’ll think about it as if my party were entering that dungeon.
First things first: we enter the cave. But… how do we see?
Is it total darkness and only characters with darkvision can see?
Do we light a torch or use a spell to illuminate the area?
Or is there some kind of natural light?
Okay, spiders. That should probably be just one fight, right?
You fight the spiders, kill them, and move on.
Then there are mushroom people. How many are there? How many can we actually see?
My group would probably prefer not to mess with them if there are too many, especially if they can draw the attention of something worse and more dangerous like the dangerous mushrooms, Bibberbangs, and Torchstalks.
>And then a Darkmantle ambush at the end.
Okay… this is getting rigorous and a bit exhausted. Maybe there’s room for a short rest somewhere? Though that really depends on how lucky (or unlucky) those fights go.
>Hook Horrors attempting to ambush the party, with booming eruptions from the lake causing chaos during the fight
that sounds manageable after a short rest. Or maybe not even a rest, depending on how things go.
Overall, I get the feeling you want the players to stay alert at all times and be extremely careful.
I didn’t fully understand the last part of the dungeon, though.
In general, I like the dungeon. But sometimes it feels like it goes into full fight mode.
What my GM usually does in dungeons (or in certain situations) is treat them more like a problem-solving game, where the party has to figure out how to survive a dangerous situation or avoid fights that would be a death sentence.
>>
>>97529932
The answer got really long, let me continue here with some examples
At the cave entrance, there might be two giants guarding it, and the players are expected to distract them, lure them away, or neutralize them without fighting.
Or there are far too many spiders, so the party has to work together to deal with them without direct combat collapsing the ceiling, scaring them off, or something similar.
Or the party is about to fall from a very high place, what do they do? They come up with a plan, combine their abilities, and either mitigate the damage or avoid it entirely.
>>
>>97529934
I would like to highlight something: Most of the situations my GM throws at us can be resolved creatively using cantrips, skills, and ritual spells. Only sometimes do we need to use slots.
>>
>>97524181
Seems alright, but make sure you have some read-alouds or something to nudge players in the direction you want, or to make it easier to figure out that the myconids aren't hostile.
>>
Anyone have any luck scaling down a prewritten adventure to a smaller party size? My roommate and I want to take turns DMing an adventure with just the two of us. I don't know if we're better off trying to find a solo adventure and doubling everything or taking an adventure meant for 4-6 players and running it with two PCs and a sidekick or two. I was looking at Candlekeep Mysteries since that's an anthology and seems like it'd work well for trading off between sessions.
>>
>>97530319
I usually just throw in an npc companion that fills whatever gap the party has.
>>
>>97529860
lmao cry moar scrubtard
>>
ranged attacks should be based on wisdom. finely tuned senses matter more than speed
>>
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>>97527673
Would you Dom this dirty homeless beggar?
>>
What’s a good metric, as a DM, for knowing if the encounters you are making are properly challenging your players?

Obviously if PCs start dropping and it’s outside of a big boss fight, then it’s a good clue that maybe the encounter was too rough, or the entire campaign maybe needs to be toned down a bit. But what’s a good sign that you’re doing it right?

> that they’re willing to go through and use their more limited-use spells & abilities?
> they’re popping healing spells/abilities mid-fight?
> the players have naturally stopped cracking jokes during the encounters?

This is meant to be a metric outside of what the players are telling you themselves. A way to quietly verify for yourself that they are being honest with you when giving positive feedback.
>>
>>97530765
>Obviously if PCs start dropping and it’s outside of a big boss fight, then it’s a good clue that maybe the encounter was too rough
wrong
>>
>>97530319
Use the encounter calculator to work out what level they have to be for it to be a medium encounter and have them over levelled. https://kastark.co.uk/rpgs/encounter-calculator-5th/

I’ve run a long 2 player game using this method and it works well. One is a battlesmith artificer and his dog does a lot of tanking.
>>
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so i want to get into dnd, 2014 or 2024?
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>>97531798
The one that's going to continue to get support.
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>>97530765
Looking for "metrics" on a question that boils down to "what feels good" is stupid and can only distract you from end goal. Might as well ask what are the metrics for good sex. You gotta go by feel and gut instinct.
>>
I've never seen anyone play rogue
I don't even know what a rogue is supposed to do
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>>97532013
Swashbuckler Rogue is my favorite class in the game.
>>
>>97532013
It falls off HARD at level 5. Before that it's fine, just like everything else, but once extra attack and 3rd level spells show up it's gimmick get played out.
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>>97530765
>Obviously if PCs start dropping and it’s outside of a big boss fight, then it’s a good clue that maybe the encounter was too rough, or the entire campaign maybe needs to be toned down a bit.
Or it’s an indication that you’re hitting the intended level of difficulty and your players need to get smarter about their tactics. Different people want different things out of the game.

The only metric that really matters is
>Is everyone at the table, including me, enjoying our combats?
Anything beyond that will inevitably run into Goodheart’s Law.

>A way to quietly verify for yourself that they are being honest with you when giving positive feedback.
Imagine not trusting your friends.
>>
>>97531798
Depends on your playstyle and your group. The 2014 release is better for the sort of group that likes tweaking rules and writing new material. The 2024 release is better for people who just want to strap into a prewritten experience and not have to think too much about things.
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>>97530765
first an encounter doesn't mean combat
second the purpose of encounters is not to be challenging, but to be fun for the players. depending on the players, they will find different things fun, some enjoy combat challenge, while others enjoy problem solving, social interaction, lore drops, immersion, etc

but the answer to the real question is actually quite simple: engagement. Players who are enjoying something engage with it. Players who are not stay quiet.

The priest of light in the village greeting the players and having a flash of horror when he shakes the shadow sorcerer's hand is a social encounter. It provides fun to the players who like those kind of details because they engage with it, instead of just moving on. Similarly defending an armored dwarven convoy from kobolds attacking from rolling war machines provides fun to the players who like action

being pedantic but it's important that we stop talking about encounters = combat, or that tactical challenge = fun
>>
>new griffon saddlebag items on 5etools homebrew
>take the few good ideas but change the cringeworthy item names
I can't be the only one
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>>97532203

Thanks, 2014 sounds like its more flexible. I dont mind learning and tweaking things since i enjoy it.
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>>97532250
The purpose of the game is to be fun for everyone, both players and DM.
The purpose of an encounter (in the context of a game that recommends 6-8 encounters per day) is to drain the party's resources, which is indeed meant to be part of the challenge.
Calling everything an encounter regardless of how trivial it is doesn't help anyone to structure their game better or think about what tools the party has available to solve their problems.

>being pedantic
More important than being pedantic is being helpful. Watering down the term to the point where shaking hands counts as an encounter doesn't help anyone.
>or that tactical challenge = fun
D&D is one of the most combat heavy systems on the market. If tactical challenges are not fun for your group, then D&D is a terrible choice of game.
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>>97532349
>Calling everything an encounter regardless of how trivial it is doesn't help anyone to structure their game better or think about what tools the party has available to solve their problems.
This is the literal RAW definition. Look at any random encounter table and you will see "an old elven statue"
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>>97532361
>This is the literal RAW definition.
It really isn't.
>Look at any random encounter table and you will see "an old elven statue"
When somebody tells you to run 8 encounters per day, is your first thought that the party needs to fight one group of goblins and then see 7 elven statues?
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>>97532409
>collect 7 gems from elven puzzle statues to defeat the goblin war chief
ezpz
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>>97532428
Making them puzzles lines up with my point, that an encounter is there to be part of the challenge. Turning the statues into puzzles is confirming that it isn't helpful to anyone to define "seeing a statue" as an encounter.
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>>97531798
Just play some of both. You can even make it part of the campaign like how they wrote in the shifts between editions in ye olden days.

Or you could gestalt them. You can add back in most things removed in 24 with no major issues. It doesn't hurt anything for the monk to get Tongue of the Sun and Moon back, or Ranger Primal Awareness.
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>>97532471
However you want to do elven statues is up to you. Anon is right, an encounter is an encounter is an encounter. It's up to the DM to decide what happens in the encounter. If 7 of your encounters aren't a challenge, that's on you for creating 7 noncounters. And the pcs can also help decide how much of a challenge an encounter is. A broken bridge can either be a life or death situation involving rock climbing and setting up ropes, or it can cost a 3rd level spellslot. Seeing an elven statue is a boring shitty encounter, but it's still an encounter.
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>>97530765
>the players have naturally stopped cracking jokes during the encounters?
Never going to happen. Good luck with that.

A better metric would be the jokes hit harder because they're an unexpected breath of levity in an otherwise tense moment.
>>
>>97532471
>>97532544
If you do encounters per rest by XP gain, the official calculation method, instead of the "it should be about X-Y" simplified rule of thumb, then it becomes much easier.

The statue IS an encounter, but it's CR0, 0xp, because there is no challenge to overcome (and by extension, no resource expenditure).
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>>97532612
>no resource expenditure
fuck you dm, i fireball the statue
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>>97532544
>A broken bridge can either be a life or death situation involving rock climbing and setting up ropes, or it can cost a 3rd level spellslot.
Costing a 3rd level spell slot is still a drain on the party's resources, and thus contributes to the overall challenge of an adventuring day, as stated previously.
>If 7 of your encounters aren't a challenge, that's on you for creating 7 noncounters.
Exactly. The point of an encounter is to be a challenge. Calling those statues "noncounters" is already being more honest about it.

>>97532612
>If you do encounters per rest by XP gain, the official calculation method, instead of the "it should be about X-Y" simplified rule of thumb, then it becomes much easier.
>The statue IS an encounter, but it's CR0, 0xp, because there is no challenge to overcome (and by extension, no resource expenditure).
That's the thing though. In that context, it's still not helpful to anyone to classify a statue as an encounter.
If I ask you how many encounters you run per day, are you going to include every statue the party saw? Or are you going to exclude them, because as you pointed out, they don't contribute any XP or cost any resources to overcome?
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>>97532622
No *necessitated* resource expenditure.

Nothing about the statue *makes* you risk or spend items, hp, abilities, or discreet increments of time (yes time is supposed to be a resource. Stop handwaving it. "You can not have a meaningful campaign if strict time records are not kept"-Gygax) to handle it.
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>>97532657
Don't you tell me what's necessary or not. How do I know it doesn't take 2 fireballs to solve it?
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>>97532633
Anon, if an encounter is 7 ancient dragons but they do as much as your 7 elven statue no counters, it doesn't matter what the "challenge" is.
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>>97532633
>If I ask you how many encounters you run per day, are you going to include every statue the party saw?
If they still give the party relevant information to navigating the dungeon, then they're still encounters. They're just not dangerous ones. This is only a problem because you're trying to hit some magic number of encounters per day, not total cumulative threat per day. You can run 3 encounters in a day if they're all deadly. Or 12 if they're all easy, though it would probably drag a little.
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>>97532702
>You can run 3 encounters in a day if they're all deadly. Or 12 if they're all easy, though it would probably drag a little.
Or 32, if 20 of them are dynastic statues of elven monarchs, that help you navigate the labyrinth by following them in order of kingship.
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>>97532409
>When somebody tells you to run 8 encounters per day, is your first thought that the party needs to fight one group of goblins and then see 7 elven statues?
it doesn't matter, you're the one pulling RAW about encounters per day, but conveniently forget what the same exact books define as random encounters, pic related. Seeing floating debris is an encounter by RAW
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>>97532730
Where's the challenge in going whale spotting?
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>>97532730
>pulling RAW about encounters per day
It's not even RAW, it's SAW. It's a suggestion.

The actual rules are in chapter 13 of the DMG and use XP per adventuring day per character.
https://docs.google.com/spreadsheets/d/1TRAYWoWnL2F16G2qxnGbLzxEw-gVyiWeskrvQKfh0dw/edit?usp=drivesdk
>>
>>97532702
>>97532726
>Or 32, if 20 of them are dynastic statues of elven monarchs
But do you see how telling somebody you ran 32 encounters during your last session isn't helpful? How it doesn't aid in discussing or giving advice to someone asking about encounter building?
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>>97532743
There is none. It's not a challenge encounter.

If you absolutely must run exclusively 6-8 encounters a day because of autism, that just means your challenge combat ones have more XP budget to work with.

Instead of 6 medium or 4 medium 4 easy, you can do 0+M+0+E+E+M+M+D
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>>97532791
You just need to specify combat & puzzletrap encounters next time.
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>>97532809
So not every encounter is a challenge. Got it.
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>>97532818
Apparently the term is "challenge encounters" according to >>97532809
And the anon who originally asked for advice did specify that they wanted a metric for knowing if encounters were properly challenging.
Therefore, trying to insist that seeing a statue or other non-challenges count as encounters is still useless and unhelpful to the question being asked, because the question was explicitly in the context of encounters that would pose a challenge.
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>>97532837
Yes.
QED
>>97532612
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>>97532848
Encounters with a Challenge Rating, yes.

Monsters and Traps have challenge ratings. A mundane statue does not.
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>>97529693
What would constitute a list of banned multiclasses?
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>>97529932
>>97530252
Thanks for the thoughts, both of you. I'll incorporate a few changes.

Regarding the last part, it was inspired by this artwork from Out of the Abyss.
In OotA, the starting area is a Drow base made up of a series of huge hollow stalactites.
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>>97511950
So I know Savage Attacker is bad.

But I also know it works on magic weapons that add damage dice.
Is there a point where the bonus dice make it worth taking? Is a Vicious Greataxe enough?
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>>97533376
The problem isn't really that it's bad in a vacuum, it's that it's bad compared to other feat choices.
You would think that "bigger dice -> more Savage Attacker value", which is true, but the problem is that other feats also get stronger with bigger dice.
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>>97532286
Meh, 2014 has more material out for it, but a lot of it was straight up bad design or trying to compensate for aforementioned bad design (Tasha's). 2024 has better overall design for stuff for the players, but is weaker on providing the DM tools.
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>>97533577
Look, NTA, but I just use the 2014 published stuff because that’s what I have and I’m not invested enough in the system overall to repurchase a brand new PHB, DMG, and MM.

Especially when all the settings I genuinely like were written with 2014 in mind
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>>97511950
>"And here's my earth genasi, DM!"
>>
As I’m giving myself a crash course in playing 5e (2014) can we just agree to call 2014 5e: “5.0e”, and 2024 5e “5.5e? I’m right now I’m going over the foundational stuff from the PHB and DMG. But I know Xanathar’s Guide and Trisha’s Cauldron includes chapters that attempts to offer optional rules to “augment” (ie. Errata complaints) the core mechanics in one way or another.

Just wondering if anyone wants to offer a quick, but concise, rundown of what each book is going to cover? Different mechanics for balancing combat encounters? Adding more combat actions? Alternative treasure building mechanics? I don’t know…

Just thought I’d ask.
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>>97533442
>The problem isn't really that it's bad in a vacuum, it's that it's bad compared to other feat choices
Except it is. Under normal conditions it's less than +1 hit +1 extra damage. Any feat worse than ASI even when it's meant specifically for your build is objectively bad. That means even if it was the only feat in the game you wouldn't take it.
>the problem is that other feats also get stronger with bigger dice
They generally don't. They give a flat bonus or in the case of the old power attacks are an active nonbo which is why rogues should never take Sharpshooter14.
The only feats that scale with bigger dice are ones that add attacks.

>>97533993
It's pretty easy to play 14 and just port over anything you like from 24. Especially because most of the popular improvements are just in the free basic rules.

They aren't "the same game" like WotC tries to pretend, but there is probably more cross compatibility between them than any other edition shift. You can play with both at the same table with only a few minor rulings.
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>>97534373
Xanathar's has a few more DM-facing things. Random encounters, traps, magic-item tables. Plus tips on handling stuff like downtime activities and identifying spells.
Tasha's is less DM focused, having things like the Sidekick rules and some environmental hazards. It does include optional class features for a lot of classes as a way to further customize/balance things.

This is on top of the variety of subclasses, feats, spells, etc. that each book has, but that's not exactly variant rules.
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>>97534373
XGE
>Character backstory building help
>Several subclasses and feats
>tool proficiencies abilities
>More traps
>Revised downtime rules
>encounter building help
>More spells, mostly for druid and ranger, plus some missing wizard and cleric classics.
>A lot of racial feats

TCE
>Session zero advice
>Artificer and firearms
>Race customization
>Bonus features for certain classes to make them more versatile
>Reprint of spells for gishes into core rule book
>Expanded spell lists for classes
>Replacement summon spells that don't dump literal 64 spellcasting pixies into the table
>A lot of magic items, including magic tattoos.
>Sidekick rules
>Group benefactors
>Environmental rules
>Premade puzzles
>A lot of toolkit, class and power source nibbling, and weapon use feats.
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Dndfags... is there any reason why in the year of 2026, DnD still have attribute raw values?

From what I can see, the attribute modifier is what matter in 99% of the cases, and the other 1% of the cases (like attribute requirements and... jump distance?), the only reason the raw attribute is even used is to justify its own existence. It does not serve a purpose anymore

Am I getting this wrong?

ps: I'm making a new character sheet aimed especially at new players, and I'm considering whether I should even include the raw attributes
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>>97534836
It's because rolling and using half-mod points in Array/Point Buy (11, 13, 15, etc) are still the default methods.

The reason Pathfinder 2E Remake could get rid of them is because the only point you get a half-mod increase is if you take an increase to a score over +4 at level up, you have to spend two to get it up to +5 or higher.
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>>97534890
That is still not very much a reason, is it?

>rolling
Sure, most rolls depend on them. But isn't it easier to just make the abstraction of 12 => +1 be part of the roll process, rather than a huge aspect of the character sheet that has no part in actual gameplay?

>Point Buy
The same way that Point Buy has a whole cost logic for point buying, which can easily be adapted to only use the modifiers, we can easily add the abstraction of raw value = modifier to be part of the rolling method (since its the only place it matters, and really, most people at that point already know it by heart anyways)

>Array
Note that for the array (and point buy), its completely irrelevant whether you get the raw attribute or the modifier (in fact, the main meme about point buy is that getting odd values is typically a bad move)

>if you take an increase to a score over +4 at level up, you have to spend two to get it up to +5 or higher
Sure, that could work too

But none of this explain why I am, in 2026, trying to explain to new player that one of the main numbers on their character sheets are these numbers that are completely useless and they should instead use these other ones??

Not even trying to shit on DnD, just want to understand if there's more to it than what I can see
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>>97534836
There are some factors, like attribute requirements for multiclassing or heavy armor, for instance, but those are few and far between. And they also mostly serve to put a slightly more stringent requirement. It wouldn't alter the game much if you needed a 12 to multiclass instead.

If you're making premade characters for some new players, then doing so as a shortcut is reasonable enough. If you're expecting them to make their own characters, then they're going to find out when they read the PHB anyway.
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>>97534966
Yes, they only exist to derive the mods from. The official methods also all have odd numbers. 24 also changes a ton of feats so that they both give a benefit and add +1 to a raw score, and ASI lets you split the two points.

So until there's a 6E that makes major changes to how chargen happens, it's probably not going to.

Part of why PF2E/R could do that is that Chargen is done by starting with every stat at 10/+0, then Ancestry adds 2 +2 bonuses, or 3 and 1 -2, background gives 2 +2s, and Class gives a +2 to key ability, and then in Remake you also get another four from class you can assign anywhere. There's no odd numbers until 19, which Remake solves by just having you check a little box that you took a half boost.
>>
>>97534890
>>97534983
>If you're expecting them to make their own characters, then they're going to find out when they read the PHB anyway
The problem is that I'm doing both - for new players I'm handing out standard sheets, but veteran players are anal about making their own characters (and honestly, its overall less work for me). Since its a West Marches style campaign (thread here >>97485934), I assume most sessions will have at least one newbie player

I'm highly critical of DnD, but I for this campaign I can't be patching things all the time with houserules. Nevertheless, I noticed that the standard character sheets are very poorly designed because they focus on the wrong information. For instance, the arguably most important number of a given character don't even have a proper space for it (their attack modifier). So I'm hoping to aid new players by bringing important information forward and leave useless legacy shenenigans to the smaller parts

Also, any tips/examples of similar, simplified character sheets are welcomed. I assume I'm not the only one to realize the idiocrasy of all this legacy bs
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>>97535029
>ton of feats
Honest question now

I got into the 5e later on (lots of 3e and 4e experience)

Are feats even actually a thing on 5e?

From what I've seen so far, these seem entirely optional, as something you may take every 4 levels instead of the huge buff that is a +2 on your main stat

Am I missing something or this entire mechanic became completely optional?
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>>97535032
>For instance, the arguably most important number of a given character don't even have a proper space for it (their attack modifier).
It's right there in the Weapons and Cantrips box. It's always going to be Str/Dex value + Prof + any weapon bonuses.
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>>97535032
Oh, if this is for more than a one-shot, then this is a terrible idea. Because you're relying on those newbies to remember where they had odd-numbered scores either from starting or from increases with feats over the course of a campaign, while trying to forbid them from writing the number down.

There's certainly ways to improve a sheet, but you want to make sure that a new player can not only find the useful things quickly, but still has all of the minor details written somewhere.
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>>97535051
It. Is. Not

And I say this KNOWING it is there. Because as a player, I'm not not braindead so I simply put my 2~3 attacks there and I'm done with it

HOWEVER, this part of the character sheet is super tiny (in comparison to its relevance to gameplay), and a lot of players don't fill it out. On this new campaign, I have players that are adding this modifiers all the time, and sometimes new players ask each combat "what is my attack modifier again" (even though I feel it decently when I make the character sheet)

On my older campaign where I'm a player and do my diligence, we had our last session this Sat (after 3 years) and pretty much ALL of the other players don't write it down, they all add their numbers (attack modifier AND damage) as they go. DM said he will take 15 min next session to have people fill it out, but goddamn, it has been 3 years...

So clearly, design-wise, this is not working. When it comes to design, a feature players don't use because they don't see it isn't a feature at all
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>>97535042
Certain feats are almost mandatory. War Caster makes it a lot harder to interrupt Concentration AND lets you cast a single-target spell as an Attack of Opportunity (including beneficial spells). Martials usually benefit from weapon and armor feats like Great Weapon Master and Heavy Armor Master. They were kind of more of a trade-off in 14, since it was "get 2 ability points from ASI or take a feat," while in 24 most feats also let you get a point in a stat AND the feat bonus effects.
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>>97535062
>you want to make sure that a new player can not only find the useful things quickly, but still has all of the minor details written somewhere
Yep, that's the goal

But so far, the only real relevance I've seen to raw attributes are random stat requirements (which can be mostly ignored since you can reach those with even numbers), and the scenario where some newbie take a 2014 feat that gives + stat (against my newbie-friendly advice of always taking a stat buff)

So I'm weighting to see how much relevance this information really have, especially given that its completely outshadowed by the modifier & saving throw
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>>97535042
The 2014 rules technically label them as optional, but in practice almost everybody uses them. A rule being optional doesn't really mean anything if everybody chooses to use it anyway.

With the 2024 book they just gave up and baked feats into everything again.
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>>97535068
"Attack mod" isn't a fixed value, guy. There is no BAB like in 3.X. It's just like how skills are calculated. Attribute mod, add Proficiency if you have it, then any bonuses.
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>>97535073
>>97535083
We are playing 2014, but I see. If they are more often taken than I thought, then it makes sense. But also, didn't you guys say that in the 2014 they don't provide attribute points?

>>97535084
>"Attack mod" isn't a fixed value, guy
Oh, but it is!

So far I had 17 third level characters in my table. Out of them 16 had a +5, and 1 had a fixed +6. For many characters, they attack bonus is going to be the same for 90% of their situations, since DnD players make their character to only operate on their ideal scenario. Sure, sometimes a STR warrior tries to shoot some arrows, but that's such an edge case that take down their usual STR-based attack mod as the most important number on their sheet

I'm adding a secondary attack space for these cases, but more often than not the second attack only changes damage (a different spell, a throw weapon, DEX based characters, off hand weapon, etc)
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>>97535107
I think you're confused about what an "attack mod" is.
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>>97535125
Its whatever bonus the player has to add when rolling the d20 to attack with whatever attack that PC has

How it gets there is irrelevant during combat/for new players. I don't want my players to, every single dice roll, to be doing +2 for proficiency, +3 for stat, look for bonuses, ok no bonuses, so look down at die again and figure out the math

I want they to know that when doing their main attack, they will be adding X (that X being what I call "attack modifier")
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>>97535107
>But also, didn't you guys say that in the 2014 they don't provide attribute points?
Some do, some don't. But there are still some worth taking in spite of delaying the attribute increases.
Resilient is probably the most notable half-feat from the 2014 core rules.

As they put out more splatbooks, more and more feats gave a benefit alongside a +1 to a score, until you hit 2024 where basically all of them do, including the reprints/reworks of the old core feats.
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>>97535146
>Its whatever bonus the player has to add when rolling the d20 to attack with whatever attack that PC has
So, the total you get from Attribute+Proficiency+any weapon and style bonuses, like I've been saying, that goes in the Hit/DC box.
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>>97535167
>I've been saying, that goes in the Hit/DC box
Which, like I've been saying, the majority of players don't use and/or don't notice

That number, which is the most important number in the sheet, gets crowded together with damage, name of attack, range, etc. Its the last place someone would look

Hence my whole point that the problem is the character sheet design (and not necessarily the mechanics)
>>
>>97535167
>>97535183
Just to be clear, I'm not trying to be a dick. I'm trying to improve gameplay because the current character sheet design clearly doesn't work

This is the observation of my last 6 months as both DM and player, where I noticed veteran players ignore that box, and newbie players don't even notice it. In my book, as a designer, that's a major flaw (and from gaming experience, that's a major thing that holds players back and bog down combat, which is already a slow process in DnD 5e)
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>>97535183
It's not going to be the same number for every weapon, hence why each weapon has its own box, buddy.
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>>97535195
Tell me, and be honest: how many players carry and use multiple weapons?

By multiple, I mean more than 2

Then eliminate how many of those use a same-stat weapon

In practical terms, I estimate that:
>60%+ of characters have only 1 real attack modifier
>~30% might have a secondary attack modifier they might use
>5% really have a third option
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>>97535211
Pretty much every class gets at least one weapon in their starting kit, and every martial at least 2 different types.
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>>97535195
I know nothing of this character, but:
>+12 attack mod
Main attack clearly is the long bow
>+9 secondary attack
Meele finesse as secondary, occasional attack
>everything else
Completely rubbish and not worth front-page relevance

Or tell me this character would choose to claw at +5 and 1d4+1 instead of pew pewing at +12 and 1d8+6
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>>97535211
Also, I showed you the box from two of my characters, a 14 Ranger and a 24 Sorcerer.
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>>97535211
>>97535239
Most casters only use spells, which is same modifier

Dex-based martial classes will most often have the same main modifier cause its the same stat

Str-based martial class might have dex so low that using it might be pointless

Thus, in the end of the day, only a narrow set of characters really have a backup option/secondary attack, and even then, its really only 1. DnD is not made for characters needing a backup of a backup
>>
>>97535246
Already responded to your ranger

>>97535051
Main attack is magic, +9 , damage is whatever spell

Secondary attack is +7 to hit, 1d8+4 damage

With so many daggers coming out of your boot, don't tell me you will use your STAFF to bonk people in the head enough times for it to be that relevant
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>>97535242
OK, so your complaint is that all weapons and their mods are front page, just like in 3.X/Finder?
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>>97535282
My complaint is that the space the designated for it is not efficient. The individual number (such as the *main* attack mod you will use 70%+ of the time) becomes very tiny, making it hard for new players to see. At the same time, the list-style box makes a lot of lazy veteran players to simply ignore it

I'm glad YOU fill it out - and so I

But still, the number of players not getting it right is baffling, and its amazing how this text box seems to fail to both extremes (very new players, very veteran players)

To my experience, PCs should have really have this number (the main attack modifier) as the easiest to spot number in their character sheet. It is to me an absurd that a player can go ONE combat without memorizing their PC's attack mod. But since I can't undumb players, my strategy to actually fix the problem is to rework the character sheet to make it more visible

Pic related is a *draft* of what I'm making, which while takes roughly the same area as the original box, highlights the main attack a great deal, and adds a secondary attack for when needed (a 3rd could have an argument for but I'm still saving sheet space for now)
>>
Meanwhile, I'm almost having a panic attack of how bad the last session was
>>
>still two weeks until the next session

I am finding myself doing a shit ton of prep that I know isn't necessary just because I want to pass the time. Tonight I'm going to write up a guide for choosing a subclass for the Fighter and Rogue in my party.
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>>97534800
>>97534432
Ah, good, good.
So after I feel I have the core committed I’ll go over XGE next I already know that I’ll most likely end up being the DM maybe TCE, then there’s some 3rd party books I’ve acquired with some interesting supplemental mechanics I want to review. (Because my core philosophy to DMing is “keep things interesting”
>>
>>97535183
>the majority of players don't use and/or don't notice
I've never once seen that to be the case. I've been playing 5e since it came out and pathfinder before that.
You play with idiots.

>>97535211
>how many players carry and use multiple weapons?
In 5.5? Literally every martial.
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>>97535313
>South American esl
Found the real problem
>>
>>97535195
Other than the +1 longbow, you could just write those as
Ranged Dex +11
Dex +9
Str +5
>>
>>97535211
> Tell me, and be honest: how many players carry and use multiple weapons?

Even as early as 3.PF, it was just good practice for every martial (and several of the caster) classes to carry:
> 1 slashing weapon
> 1 bludgeoning weapon
> (optional) 1 ranged weapon
> and for one of those to be silver, and one be cold iron.
> and a backup weapon (or 2) in case the main weapons are lost or destroyed.

And frankly, I’ve seen nothing to suggest that 5e is any different
>>
>>97535642
>You play with idiots
Might be cultural - I have the impression that northern countries seems to take gaming groups more seriously. Unfortunately where I live, players do the bare minimum... or less

The main issue is that its a West Marches campaign, happening at least partially on my LGS, so it will have a consistent influx of new players every session. Thus, I can't be spending every new session going through each character's details AND keep reminding players of how their PCs work mid-session

At a more consistent group I could just request people stop being fucking idiots, but I can't consistently do that on this campaign

>>97535642
>In 5.5? Literally every martial
On 2014, and as written in that post, "where they have different attack modifiers". Having a sword and an axe is barely a difference when they both have the same +6 to hit or whatever

My argument is that, in the end of the day, there's 1 attack modifier that will be used 100% of the time by some PCs, down to ~70% time to more flexible PCs, and that is the main number a character sheet should emphasize for a DnD character. Given that a substantial subset of PCs will have a secondary attack with another modifier, I feel like at least space for a secondary attribute is relevant
>>
>>97535259
>Most casters only use spells, which is same modifier
Not if they're multiclassed or if some of those spells are from race or feats, and thus use different stats.
>>
>>97535669
>my players aren't retards, my culture is retarded
>>
>>97535647
Eh, can't argue with that. in fact, being ESL makes life considerably harder due to translation. But that's a problem I can't fix

>>97535668
Read the entire goddamn post(s)

>Then eliminate how many of those use a same-stat weapon
I'm talking about attack modifier, not damage/damage type

> 1 slashing weapon
> 1 bludgeoning weapon
> and for one of those to be silver, and one be cold iron.
> and a backup weapon (or 2) in case the main weapons are lost or destroyed.
Typically they will choose both to use the same stat (Str or Dex, whichever is higher)

> (optional) 1 ranged weapon
At a certain point, some Str PCs don't even bother

Even when the buffed barbarian chooses to carry a bow, or the range a club, its still at most 2 different attack modifier, the main/best one being used 70%+ of the time
>>
Going to bed now, if anyone knows a better designed PC sheet plz a link/attachment would be much appreciated

>>97535672
>my players aren't retards, my culture is retarded
When you start taking in consideration a pool of 20+ players, most outside of your circle of friends, the issue starts to look less focused and more broad

Things that are pretty much a fact around here:
>tabletop gaming has only become relevant in the past decade
>TTRPG is pretty much becoming a thing outside very niche places due to stranger things (no matter how that stings to admit)
>language IS a barrier, even when using translated content
>players of different backgrounds/groups are getting held up by the same game mechanics
So yeah, its starting to look as a more broader issue. If it was just a small group of players I would just spend 15 min teaching them basic math and get it done with

>>97535672
So you're telling me the average PC sheet should be designed to accommodate the situation when the warlock/druid wants to hit something with a long sword?

My point is, for the idk how many times now in this thread, that as far as flexibility goes, most DnD characters don't really have a 3rd attack modifier because at that point it becomes so less optimal that the player have a reason to ever use it or/and even consider it an option
>>
>can't even reply right
I don't think it's the players that are the retards in this situation tbdesu fampai
>>
>>97535691
No, stupid, you take multiple weapons with different damage types to get around different damage resistances.

A mace would be good for pummeling skeletons, but not so great against zombies, but a scimitar would be effective against zombies, but suck at dispatching skeletons. Cold iron is effective against fey creatures while silver is good for fighting fiends.

And there’s creatures that’s only purpose is to delete gear, so having a backup is essential.

This kind of dynamic is a constant thing, and you don’t want to be stuck having to only make do with an ineffective weapon because what you’re fighting is resistant to it. Especially when it’s so easy to just carry an extra weapon or two with different damage types.
>>
>>97535710
>should be designed to accommodate the situation when the warlock/druid wants to hit something with a long sword?
It already is
>>
>>97535717
>you take multiple weapons with different damage types to get around different damage resistances
>A mace would be good
> Cold iron is effective against fey creatures while silver is good for fighting fiends
Would a Str fighter have a different attack modifier when swinging his regular axe, his silvered long sword or the cold iron mace?

I'm talking about attack MODIFIER - what gets added to the d20. Its almost always the same value, except on small cases when a secondary value is used. Almost never, in practical terms, a third value is even relevant
>>
>>97535259
>DnD is not made for characters needing a backup of a backup
I take it you've never heard of the infamous "weapon juggling" for property activation?
Scimitar nick-Shortsword vex-halbard cleave-halbard dual wielder-handaxe for one final vex?
>>
>>97535669
>Unfortunately where I live, players do the bare minimum... or less
Then play simpler games.

If they want a beer and pretzels time play a beer and pretzels system.
>>
>>97535725
>Scimitar nick-Shortsword vex-halbard cleave-halbard dual wielder-handaxe for one final vex?
Is this a caster?

Cause these will either all use Str, or alternate between Str and Dex. Which will result in, a max of 2 attack modifiers

Gods, Dndfags are so thick
>>
>>97535642
>In 5.5? Literally every martial.
And a lot of casters. Antimagic happens.
>>
>>97535728
no, those all use CHA you nogames retard
>>
>>97535728
>Cause these will either all use Str, or alternate between Str and Dex. Which will result in, a max of 2 attack modifiers
Plus magical bonuses on individual weapons.
And if we forgo the cleave and make it a ranged build of hand crossbow and various thrown weapons, then you've also got archery style applicability or lack thereof.
>>
>>97535737
Fuck off hexblade
>>
>>97535748
fuck off nogames retard
>>
Ah yes, the only time /5eg/ gets busy. When two people are arguing about something.

I had a great session this week but we're going on at least a month of break now. They have a quest to find 3 things to open a vault now. Gives me time to plan at least.
>>
>>97535765
>Ah yes, the only time /5eg/ gets busy. When two people are arguing about something.
That used to be hourly.
>>
>>97535777
There used to be multiple spergouts happening simultaneously. Threads would last 8 hours max. There would be battling OPs to the point mods would have to step in.
>>
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>>97535786
I prefer it quiet and productive. The rest of the board can sperg out. We’ll chat about 5th edition D&D at our own pace.
>>
>>97535748
>Weapon Mastery
>Hexblade
Embarrassing
>>
A player had to drop from my campaign last week, /5eg/. My party has dwindled to six fucking players, how the fuck am I supposed to challenge six 9th level player characters
>>
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>>97536030
>six players
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>>97536060
It's bad out here my man, I'm inventing nonsense and putting it on a stat block. Giant Enemy Crab with multiattack 5 and can grab a player and abscond with them 100 feet as a legendary action? Yeah whatever we ball
>>
>>97536100
Gotta do what you gotta do. There's no real advice anyone here can give you. What are their subclasses, their favorite spells, PC synergies, consistent tactics, magic items, racial abilities etc.?
>crab battle
Sounds awesome man. Reminds me of the froghemoth from ToA.
>>
>>97536108
oh I'm just grousing, theres nothing anybody can do for me really. On thursday I'm gonna hit them with a pirate ship that has a rocket-powered propeller jammed up its stern so the ship can go very fast
>>
Random fucking question here, but would your typical Ooze be consider a prokaryote or a eukaryote? If not either, then what?
>>
>>97536134
Has to be a prokaryote. The fact that when it splits each ooze jr is still oozing means that it doesn't have a nucleus.
>>
New thread
>>97536225
>>97536225
>>97536225
>>
>>97530545
>puckee spamming his commission again
https://www.reddit.com/r/DnD/comments/1l4rkhq/artcomm_luckless_len_fantasy_medieval_beggar_npc/
https://desuarchive.org/tg/search/image/LfTktpJsd5AE7-XYgVmWtQ/
>15 times since April 2025
>>
Lemme get this straight, in 5E only *some* martials get additional attacks and every full caster gets to cast multiple spells per turn? So is the disparity even greater than in 3.X?



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