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by: Gramur318
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I’m feeling like my character doesn’t fit the campaign

My boyfriend is DMing a D&D 5e game for a good friend of mine and I. It’s a pirate themed campaign, which I was excited about, and takes place in a universe where magic is not believed in by most (implying our characters might discover magic exists along the way.) That being said, I immediately wanted to play a pirate character because I thought it would be fun. I’m using the swashbuckler rogue with the charlatan background who doesn’t believe in magic, but my friend’s character is a scholar who is looking for evidence that magic exists.

I thought this would work out fine, but with the way the game has been set up it feels as though it’s very catered toward the scholar character. Almost all the major NPCs joining the adventure have been scholar type characters and I keep losing motivation for why my character would care to be a part of the adventure. The one time my character would have seen magic to make them believe in it, they were doing something else and missed it, which means now I’m on a quest for magical items my character doesn’t even believe in.

I keep having my character request payment for their sailing services in an attempt to keep them interested in what’s going on, but my friend’s character refuses to pay them anything and I feel like my character just has to do whatever the scholars want to do or else I’ll just derail things.

I don’t feel like my character can just walk away to do pirate things because I’m trying to be cooperative with the story, but when I bring up that my character is a pirate and probably wouldn’t want to be doing favors for no reason, my friend gets upset and says I need to just go with the story and then continues to make all the decisions.

I talked to my DM and he said he was hoping to steer things in a direction that gives my character some more things to do besides being the one who just….has the boat. But we’ve played a few times now and I’m still feeling like my character isn’t being utilized very well.

I told my DM that if it’s easier I can just create a new character that’s a better fit for the story since I thought we’d all be pirates and I could get away with more chaotic choices, but he seemed hesitant to have me switch characters.

I feel like this campaign is just not suited for my character even though I’m a pirate. I had the most fun in our one time in combat when we were fighting….pirates. The guys I should probably be allies with haha. Combat has been the only time I’ve really felt like I could make some creative choices. In role-play situations, I feel like what my character wants doesn’t have any weight.

How can I find a way to fit into the campaign in a way that makes my character feel utilised and me feel engaged? Would it be better if I just try to create a new character or to find a new motivation for my current character to stay with the scholar group?

A few questions for my campaign

I am a fairly new Dungeon master playing Waterdeep. I play for 7 people currently (All friends). We have fun mostly but quite often inappropriate jokes are made by a few people (I talked to them about this and it has lessened some). Early on I realized that interruptions stop the campaign from going anywhere, so I invoked a hand raising rule. This works for the most part but there are two people who interrupt quite a lot (One who keeps making jokes about doing “stuff” to the female member of our party and makes jokes at others expense). They also keep going to brothels, so I tried to put a ‘Natural consequence’ system in. That didn’t stop them, so I gave them a temporary suspension. I know them well as a friend so I don’t want to kick them but what other things could I do (Aside from killing his character). Also, any other tips for handling a campaign?

Adjusting power of Animate Dead in custom DarkSun campaign with slower recovery mechanics (24hr/1wk for short/long rests)

tl;dr Because of slower recovery mechanics, my Wizard cannot raise or sustain as many undead as a RAW 5E Wizard. What would be a fair alteration to the spell to bring it back inline with the intended effectiveness.

Background: I’m a player in a custom DarkSun campaign converted to 5E where we have a bit more focus on some of the grittier mechanics and realism (resource mgmt and player vs. environment). One of the changes is that the recovery mechanics were changed to 24 hours for a short rest and 1 week for a long rest. We’re not doing back-to-back dungeons so it fits our play-style fine.

My character is a Lvl 5 Wizard, wannabe necromancer. It’s become apparent that RAW, my character may not be able to fully leverage the Animate Dead spell. At lvl 5 the character has two lvl 3 spell slots but can only recover one lvl 3 spell per day/short rest (gets weird since Arcane Recovery is once per day/once per short rest but they’re the same now.. anyhow).

The Problem: My contention is that a normal 5E Wizard could potentially summon and maintain up to 4 undead. It’d take a few short/long rests to get to the max but once there it’d be easy to sustain and even make the occasional replacement. However, with our modified rest mechanics, it’s not possible for me to get above 2, and even then that assumes the DM is generous on the timing (casting time is 10 min each plus 10 for the recast, but do I need precisely 24 hour or is 23.5hr good enough?). I’m not concerned about splitting hairs on that last point, but it helps illustrate the squishy situation.

My DM tends to agree that it seems like my character is slightly powered down by this mechanic but he’s unclear on what kind of modification would be appropriate. Do you have any suggestions?

My thoughts:

  • Animate Duration – Since our long rest is 21 times longer than RAW and a RAW animated dead would last 3x the length of a long rest, why not let my animations last longer? Downside is that keeping a zombie around for a month isn’t useful in a darksun campaign, or any campaign where you spend healthy amounts of time in civilization (not that DarkSun is all that civilized but pet undead still aren’t welcome)
  • Casting time – The 1 minute casting time makes it impractical to use the spell reactively. However, we also don’t tend to have back to back fights in a dungeon crawl either. Perhaps leave everything else the same but allow the spell to be used as an instant cast.
  • Ritual – Because of the slower recovery mechanics, I love my rituals. What if this spell was reframed as a ritual cast?

Last thought, in my head I’ve been trying to balance the impact/power of this spell compared to others that impacted less by our rest mechanics. For instance, for the price of two lvl 3 slots I could instead have 16d6 worth of fireball damage across multiple enemies (if it was 3 each that, that’d be 48d6!). But in our last fight my zombie got focused pretty hard (saving us from a healthy chunk of damage) but only successfully delivered three or four blows (so ~4d6 of single target damage). Given the obvious crowd control benefit, a couple zombies/skeletons obviously shouldn’t match the damage potential of a fireball but surely they deserve to do more than this?

Anyhow, thanks!

Is this conversion of the Sidhelien race from the Birthright AD&D 2E campaign setting balanced for ECL 0? ver 2.0

Second iteration of this race due to excellent feedback by “Hey I Can Chan”

Could everyone please evaluate the below race in terms of balance issues? I am trying to keep it at ECL 0 but some of the qualities while minor are a bit difficult to evaluate when combined.

Sidhelien (Elf)

  • Ability: -2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma.

  • Size: Medium

  • Speed: 30 feet.

  • Immunity (1): To magic sleep spells and a +2 racial saving throw bonus against Enchantment spells & effects.

  • Immunity (2): To normal disease and +2 racial saving throw bonus against magical disease spells & effects.

  • Senses (1): Low-light Vision.

  • Senses (2): +2 racial bonus on Listen, Search, and Spot checks. Do NOT gain the automatic search check within 5’ that standard Player’s Handbook elves receive.

  • Weapons: Proficient with longsword, shortbow, longbow, composite longbow, and composite shortbow.

  • Sleep: Elves do not require sleep (but can do an elven version if they desire it). Instead they need to only rest (light activities such as keeping watch) for the same amount of time as a human sleeps (eight hours).

  • Timeless: Immortal (in regards to aging). Note: Player characters do not suffer penalties or receive bonuses from aging. NPC’s still receive bonuses. (This is to prevent any deliberate min-maxing by players)

  • Nature Stride: May move in natural terrain without leaving any tracks as per the Pass Without Trace Spell and with their normal movement rate and without suffering any damage or penalty.

  • Automatic Language: Sidhelien. Bonus Languages : Draconic, Dwarven, Giant, Goblin, Orog (Orc), Sylvan.

  • Favored Class: Choose any one arcane spellcasting class (Bard, Sorcerer, Wizard). *Note: In our table we allow free multi-classing and I would generally encourage other tables the same.

  • Alignment Restriction: Must follow a non-lawful alignment. A Sidhe who becomes lawful stops earning XP until they revert to a non-lawful alignment.

  • Infamous Reputation (Alien Mein)**: Sidhelien receive a -4 racial penalty to Diplomacy and Gather Information and a +4 racial bonus to Intimidate. I am open to suggestions here. In Birthright this flaw is to reflect the fact that Sidhelien have waged war against practically everyone. In other settings I want this to reflect the Sidhelien being somewhat alien. Would reducing both the penalties and bonus to -2,-2 & +2 be appropriate? or can it be reflected some other way?

  • Soulless (1): Cannot be raised by Raise Dead or Resurrection, only by a Wish or Miracle same as Outsiders. Optional Rule:- If a DM wishes to allow Raise Dead or Ressurection then the Sidhe must pay an additional XP cost of 1/10 of the Sidhe’s current XP (after being raised) or the party (not counting the Dead Sidhelien) may pay the XP cost, dividing it evenly amongst themselves.

  • Soulless (2): Cannot be a member of classes which channel Divine power such as clerics, druids or paladins. May become a non-spellcasting variant of a ranger.

The experienced ones among you might recognise this race as a conversion of the elves in the 2E Campaign Setting “Birthright”. I’ve always preferred this version of elves over others as they seem more “Tolkien-esque” then the ones in the PHB. Immortal, Not needing to sleep, moving without trace etc. I’ve used them in 3.5 Birthright games but want to use them in other settings (being a planar traveller or something) so was concerned about balance issues. (Let me put it this way: In Birthright Halflings could basically Detect Evil/Undead/Magic at will and use Dimension Door or Shadow Walk three times a week.)

Race Details & Changes From Normal Elves:

Bonuses:

  • They have an unbalanced ability bonus (3x +2 attributes and 2x -2 attributes) but according to the DMG on page 173, a Strength penalty is worth a bonus to Intelligence AND Charisma while Dexterity and Constitution are given equal weight.
  • They are immune to normal disease and slightly resistant to magical disease. My personal experience in games is that normal disease was never a problem for characters so I don’t think the immunity is an big advantage. The resistance to magical disease might be but I don’t know how much to weigh the +2 bonus.
  • They do not gain the automatic search check that normal elves receive. My personal experience… this is not a big penalty at all (or an advantage for that matter).
  • Not requiring sleep: In all honesty I do not know exactly how to weigh this. While Sidhelien do not need to sleep or trance they do require rest for the full eight hours a human does (not four hours like ordinary elves), on the other hand how often does this come up in games? This is a bit difficult to evaluate for me because the ability to NOT SLEEP / TRANCE at all could be problematic for some.
  • Immortality, this is almost pure fluff as I have never seen any character/campaign last long enough for age penalties/bonuses without a timeskip where we also prepare their replacement characters. Due to suggestion it was made clear that Age Bonuses should only effect NPC’s.
  • Nature Stride, this is perhaps the most obvious and biggest boost. The Sidhelien get what is effectively a 1st level spell and also the ability to ignore terrain penalties in natural environments but is it worth a level adjustment?

Penalties:

  • As per the Birthright setting, Sidhelien are fairly chaotic and cannot be lawful at all.
  • Again as per the Birthright setting, Sidhelien cannot be members of divine classes and practically never worship deities (They are all faithless…).
  • Infamous Reputation: This came from 3.0 BRCS (a fan-made conversion of 2E Birthright) as a way to give penalties to the Sidhelien race. In 3.0 BRCS, this was justified as the Sidhelien had waged war against practically every humanoid race. As I intend to use a character of this race in other settings I was going to change the justification to Sidhelien being a bit in-human that despite being humanoid there was just something in the way they moved, spoke and behaved that was a bit alien that struck people as intimidating because they otherwise looked normal. However I am VERY open to suggestions here.
  • Resurrect like Outsiders, partly to simulate Tolkien and partly to reflect certain revelations that came in one of the last splat books for Birthright. This is a penalty if your group handles character death strictly.
  • Note: The reason for the lack of divine magic and being difficult to ressurect is that in Birthright, Sidhelien are basically HALF a race which was split ages ago into two. The Sidhelien got Arcane Magic and live in the material world while the other race got Divine Magic and live in the ‘Fey’ world. Both are ‘Timeless’ in their own world but mortal in the others. (This is partly why I am against easy ressurection, whenever a Sidhe dies a member of the other race dies as well, the opposite is true too and also the same for births).

So is the race balanced for ECL 0?

I know it’s on the high end for ECL 0 (and definitely better than normal elves, but I don’t see normal elves being that popular for their abilities – they are more popular for being elves). That being said, if you really think they need further penalties are needed, then could you please consider the following:

  1. Breaking Nature Stride into two abilities and delaying them to 3rd (No Terrain Penalty) and 5th level (Pass without trace) of whichever class the Sidhelien PC takes?

  2. Beneficial Divine Spells cast on you function suffer a penalty of 2 Caster level. If this lowers the caster level below the minimum required for the spell, the spell fails to affect the character. This does not apply towards Druid spells (due to nature connection).

If the above are not suitable, then any ideas would be welcome.

Is this conversion of the Sidhelien race from the Birthright AD&D 2e campaign setting balanced for ECL 0?

Could you please evaluate the below race in terms of balance issues? I am trying to keep it at ECL 0 but some of the qualities while minor are a bit difficult to evaluate when combined.

Sidhelien (Elf)

  • Ability: -2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma.

  • Size: Medium

  • Speed: 30 feet.

  • Immunity (1): To magic sleep spells and a +2 racial saving throw bonus against Enchantment spells & effects.

  • Immunity (2): To normal disease and +2 racial saving throw bonus against magical disease spells & effects.

  • Senses (1): Low-light Vision.

  • Senses (2): +2 racial bonus on Listen, Search, and Spot checks. Do NOT gain the automatic search check within 5’ that standard Player’s Handbook elves receive.

  • Weapons: Proficient with longsword, shortbow, longbow, composite longbow, and composite shortbow.

  • Sleep: Elves do not require sleep (but can do an elven version if they desire it). Instead they need to only rest (light activities such as keeping watch) for the same amount of time as a human sleeps (eight hours).

  • Timeless: Immortal (in regards to aging). Do not suffer penalties from aging (still receive bonuses) (Fluff:- Can be killed but otherwise can live forever).

  • Nature Stride: May move in natural terrain without leaving any tracks as per the Pass Without Trace Spell and with their normal movement rate and without suffering any damage or penalty.

  • Automatic Language: Sidhelien. Bonus Languages : As per Campaign.

  • Favored Class: Choose any one arcane spellcasting class (Bard, Sorcerer, Wizard).

  • Alignment Restriction: Must follow a non-lawful alignment.

  • Infamous Reputation (Alien Mein)**: Sidhelien receive a -4 racial penalty to Diplomacy and Gather Information and a +4 racial bonus to Intimidate.

  • Soulless (1)**: Cannot be raised by Raise Dead or Resurrection, only by a Wish or Miracle same as Outsiders.

  • Soulless (2)**: Cannot be a member of classes which channel Divine power such as clerics, druids or paladins. May become a non-spellcasting variant of a ranger.

The experienced ones among you might recognise this race as a conversion of the elves in the 2E Campaign Setting “Birthright”. I’ve always preferred this version of elves over others as they seem more “Tolkien-esque” then the ones in the PHB. Immortal, Not needing to sleep, moving without trace etc. I’ve used them in 3.5 Birthright games but want to use them in other settings (being a planar traveller or something) so was concerned about balance issues. (Let me put it this way: In Birthright Halflings could basically Detect Evil/Undead/Magic at will and use Dimension Door or Shadow Walk three times a week.)

Race Details & Changes From Normal Elves:

Bonuses:

  • They have an unbalanced ability bonus (3x +2 attributes and 2x -2 attributes) but according to the DMG on page 173, a Strength penalty is worth a bonus to Intelligence AND Charisma while Dexterity and Constitution are given equal weight.
  • They are immune to normal disease and slightly resistant to magical disease. My personal experience in games is that normal disease was never a problem for characters so I don’t think the immunity is an big advantage. The resistance to magical disease might be but I don’t know how much to weigh the +2 bonus.
  • They do not gain the automatic search check that normal elves receive. My personal experience… this is not a big penalty at all (or an advantage for that matter).
  • Not requiring sleep: In all honesty I do not know exactly how to weigh this. While Sidhelien do not need to sleep or trance they do require rest for the full eight hours a human does (not four hours), on the other hand how often does this come up in games?
  • Immortality, this is almost pure fluff as I have never seen any character/campaign last long enough for age penalties/bonuses without a timeskip where we also prepare their replacement characters.
  • Nature Stride, this is perhaps the most obvious and biggest boost. The Sidhelien get what is effectively a 1st level spell and also the ability to ignore terrain penalties in natural environments but is it worth a level adjustment?

Penalties:

  • As per the Birthright setting, Sidhelien are fairly chaotic and cannot be lawful at all.
  • Again as per the Birthright setting, Sidhelien cannot be members of divine classes and practically never worship deities (They are all faithless…).
  • Infamous Reputation: This came from 3.0 BRCS (a fan-made conversion of 2E Birthright) as a way to give penalties to the Sidhelien race. In 3.0 BRCS, this was justified as the Sidhelien had waged war against practically every humanoid race. As I intend to use a character of this race in other settings I was going to change the justification to Sidhelien being a bit in-human that despite being humanoid there was just something in the way they moved, spoke and behaved that was a bit alien that struck people as intimidating because they otherwise looked normal.
  • Resurrect like Outsiders, partly to simulate Tolkien and partly to reflect certain revelations that came in one of the last splat books for Birthright. This is a penalty if your group handles character death strictly.

So is it balanced for ECL 0?

I know it’s on the high end for ECL 0 (and definitely better than normal elves, but I don’t see normal elves being that popular for their abilities – they are more popular for being elves). That being said, if you really think they need further penalties are needed, then could you please consider the following:

  1. Breaking Nature Stride into two abilities and delaying them to 3rd (No Terrain Penalty) and 5th level (Pass without trace) of whichever class the Sidhelien PC takes?

  2. Beneficial Divine Spells cast on you function suffer a penalty of 2 Caster level. If this lowers the caster level below the minimum required for the spell, the spell fails to affect the character. This does not apply towards Druid spells (due to nature connection).

If the above are not suitable, then any ideas would be welcome.

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by: SERPBooster
Created: —
Category: Link Building
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