I’m helping my friend make an Elf to play in a campaign I’m making. We wanted him be around the same age as the other player’s characters, which is early-mid twenties, so that he is not far more experienced than them.
That being said, according the 5e Player’s Handbook, Elves are generally considered adults at 100 or so, despite reaching physical maturity at close to the same time as human.
What I’m asking is if it will be weird for a 20ish-year-old Elf to be an adventurer, or would that be considered to young? If it’s the latter, what age should the Elf be?
I know that, no matter what, the Elf could be ~20, but if it wouldn’t make a lot of sense we don’t really want to have it like that.
Lets say that a party has recently decided to retire from adventuring to focus their efforts in caring for a city-state in need of benefactors. I want to know what the lowest level a party can be and still safely make enough money to provide the required financial support to care for a city-state’s population, without their risking life or limb adventuring.
This isn’t an easy question since the economy of 3.5 is so screwed up that it’s difficult to determine how much a gold piece is worth, much less how many it takes to equal a nations GDP. So Let’s be a bit more exact on what I mean. Let’s say the party is in charge of a City-State the size of Rome, with a population of 35,000. They want to generously provide for it’s citizens by ensuring that each and every person can live a wealthy lifestyle, which costs 50gp/week/person. That means they need to provide 1,750,000 gp/week.
The adventuring party consists of 5 members, all at or below the party level you chose for your answer, of whatever classes you deem appropriate. The party can work any ‘safe’ job necessary to help earn the income required. At the time of their retirement they have at their disposal an amount of money expected for a party of their level, based off of wealth/level guidelines, to spend on purchasing items or equipment which would assist in providing for the City State.
If necessary the party can take up to a month’s worth of time, starting at the moment of retirement, to prepare for providing for the city. This could be spent building equipment, training underlings, or saving up money for a large purchase; whatever will help them to best provide for their city.
The lucky members of the city are being cared for without being required to earn the support, meaning they can not be utilized as part of the parties money making scheme. However, the party can employ any underlings or hirelings they would otherwise have access to.
Any solution must be sustainable long term, at least until the original party grows too old to continue providing for the city. Bonus points for minimizing cheese factor (though I’m open to answers with some low degree cheese) or for not requiring every member of the party to be equal to the total party level
This question is an exact duplicate of:
- D&D 5E: Are the new Bard Class Options more effective than all other classes with their options? [closed]
I’m looking for a detailed analysis of the new bard colleges (and bard base class features) compared to the capabilities of all other classes and class options.
New Class Options
The class options I am looking at are:
- College of Glamour bard
- College of Swords bard
I’m looking for mechanical analysis of features. Mainly the result of features. Such as healing word having nearly identical results as the fighters second wind. It takes a limited resource. (something the fighter and bard can only do a few times a day)
All mechanical obstacles can be broken down into the following situations:
- Overcoming enemies in combat
- Overcoming enemies in interaction (socialization)
- Overcoming environmental obstacles or traps in exploration
If you compare class abilities and powers in how effective they are at overcoming those obstacles then it becomes much easier to compare them. Keep in mind player roleplaying and DM fiat can overcome those obstacles also, but that is outside the scope of this question as each DM and player will have different abilites to bypass those obstacles using roleplaying and DM fiat. Through my own research I’ve found that the Players Handbook Bard Colleges combined with the base Bard class can be built in such a way that they can overcome the above obstacles at least as well as any other class. To narrow the scope of this question you can compare the new class options against the college of Lore and the college or valor. If they are more effective then I’ll accept that they can do what other classes do, and better.
Some metrics that can be used are:
- All questions assume comparison of each class/subclass is reasonably optimized.
- Multi-classing shouldn’t be used because this is a question between classes
- Magic items can’t be assumed and should be left off.
- Feats are features of all classes, so they can be used.
- Assume the average adventuring day listed in the Dungeon Masters Guide.
- Starting stats for characters should be point buy.
- If possible an analysis of levels 3-20 should be included with notes on where changes occur.
Can the Glamour Bard and Swords Bard deal as much DPR as the highest DPR classes over the course of an adventuring day?
In Warhammer FRP 2nd edition your character is an adventurer (duh), yet they also have a career which they’ve been (and are still) supposedly pursuing, especially inbetween adventures.
You know, by day you’re a barber-surgeon pulling teeth and treating the sick, in the evening and during holidays you go and free your kidnapped aunt from the clutches of vile cultists who also happen to have some gold which you reappropriate for the betterment of society from their dead bodies. Next Monday you’re back at the barber shop curing dandruff and whatnot, for which services the citizens of the Empire pay you, as usual. Or maybe you’re a noble and you’re simply sent your due each Monday while you do whatever you feel like doing.
That you’re an active participant of your career path not just an ex-member is reinforced by the fact that you progress according to your career, and you most likely enter new basic/advanced careers as time passes in the campaign world. For example, the Basic Considerations of the core book (p.28) cautions that you can’t become the Steward of a castle and then leave for 6 months on an adventure, unless your GM says so. Which implies you should be getting paid if you manage to successfully take on the Steward career at a castle — especially if you don’t leave for 6 months (unless you do it at the request of the Lord of the castle.)
My question is:
Do WFRP 2nd edition PCs earn an income based on Table 5-1: Income (p.104) from their career besides what they earn (and loot) while adventuring?
Sure, I can decide this as a GM, but I’d like to know the official take or recommendation which I tried to yet couldn’t find in the core book. If it’s there, please, give me a page number.
In the basic rules the The Adventuring Day is described as follows:
Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer.
In reality many home games, mine included, often don’t have as many as six to eight encounters, covering a range of difficulties, between long rests.
The ‘five minute adventuring day’ takes this to the extreme and describes a situation where PCs are allowed to long rest between pretty much every encounter, and thus don’t have to worry about the ongoing effects of resource depletion from one encounter to another.
It is fairly well established that this is bad for game balance and makes the PCs much stronger (see Are there rules for shortening the adventuring day and reducing the number encounters without unbalancing them? amongst others). However, this questions is not about game balance (i.e. PCs v DM game balance).
I’d like to know how the five minute adventuring day affects intra-party class balance specifically.
- It’s well established that Paladins have extremely powerful burst damage but which other classes benefit most from a shorter adventuring day?
- Which classes are most adversely affected?
- Are all non-spellcasting classes going to be outdamaged by all spellcasting classes under these conditions?
- Does the answer to this question vary much from low to high level play?
For the purposes of this question please assume two hard / deadly encounters, lasting three – five rounds each, and no short rests in an adventuring day – a not uncommon occurrance in my home games. Consider basic class features but don’t worry about archetypes.
“Do you speak Common?” “Of course I do! Everyone speaks Common…”
My group is starting a somewhat experimental campaign. We’re using a setting that is neither canon (e.g. described in a book) nor entirely homebrewed: it’s “what we could remember from the book that we read once” plus the world map from the book, marked up some added locations and country borders, and a short political history we developed.
My problem is that according to the book (Endival) every race speaks their own language and Common. In my opinion this has two downsides. First, it does not feel right that just anyone can communicate with people from the other side of the world. Second, this strongly diminishes the value of learning another language. It means you can go from one side of the world to the other and still fluently speak the local language (i.e., Common). Also, all humans speak Human, all dwarves speak Dwarven… but there are several warring human kingdoms and yet they all share a common language?!
I would like to make the world resemble our own history a bit more. My concerns are:
You and I speak “Common” – it’s called English. But this is the result of the recent globalization made possible with the advent of the Internet. Even though the setting I am talking about is more sophisticated than the historical middle ages (due to widespread powerful magic), they are far from anything equivalent to microprocessors, space exploration, freight in the millions of tons and so on. There should not be a Common language.
On the other hand, suppose we decide that there is no Common language. Then we run into problems during character creation: A very basic and classic player freedom is to choose their character’s race. Now we have a colorful group in which no one can speak with the others (why waste a skill to learn a language, when your squishy starting-level character could learn to swing an axe or cast spells better). Even if they agree to all invest skills in a shared language, once they begin travelling (i.e., adventuring) they quickly run into people with no shared language.
What are some ways to handle this? How can we have a realistic set of languages without making adventuring prohibitively difficult?
I originally read this related question as wanting to find out how to have a party with access to every spell during an adventuring day with as few members as possible. It turned out that the linked question was asking something different, but I am also curious about my original interpretation.
How few characters are needed so that at the end of a long rest those characters will be able to prepare their spells so that any spell may be cast at least once?
- Use only the rules in the Player’s Handbook
- PCs may be of any level
- Multiclassing and feats are permitted
- The party must be able to cast any spell on a given day (but not necessarily every spell) from either a class feature, racial trait, or feat.