I can’t figure out perception checks please help me
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- Where can I find other RPG players? 16 answers
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I want to find an online group to play with during the week because everyone is on different schedules with my irl groups. Any suggestions?
While reading another question I was introduced to the notion of a D&D tournament.
According to the wikipedia article on the D&D Championship Series, the basic idea of these tournaments is that there are multiple tables of players and GMs. The players can choose a pregenerated character and each table runs the same game each round.
Players are somehow scored on their performance. Wikipedia doesn’t describe this, instead saying:
The exact scoring system was kept secret as the scoring may reveal secrets to be discovered in the adventure, as well as to encourage players to play to the spirit of the game, not to the exact scoring checklist
How were players scored in these D&D tournaments? Although I mentioned the D&D Championship Series, my interest is broadly in D&D tournaments – that’s merely the only example I currently know of.
The push, pull, and slide mechanics immediately come to mind as being difficult to track accurately without a battlemap. Auras are another.
Has anyone come up with a simple solution to narrating these mechanics that your players were happy with? How did you do it, and why do you think it worked? What didn’t work?
update: to clarify, when I say without a battlemap, I mean to say using a completely narrative approach.
My friends and I are looking to play World of Dungeons, but I’m a little confused about the magic system:
Most magic requires summoning a spirit, demon, or elemental to perform supernatural effects. A Wizard begins play with the occult knowledge to summon two spirits. A spirit has a name, an appearance, and two domains of power (flame, shadow, stone, lightning, secrets, fear, etc.).
To summon a spirit you know, you require one of the following:
- 1 hour of uninterrupted ritual.
- A dose of quicksilver—a mild poison and addictive drug. (10s per use). If you drink more quicksilver doses in a day than your Level you must attempt to resist its negative effects with a CON roll.
- A magic item containing a bound spirit.
A Wizard may command a spirit to perform a single magical effect that falls within its domains (it’s a good idea to give specific commands; spirits and demons can be capricious and cruel). Magical attacks do 2d6+level or 3d6+level damage if they are especially suited to the situation (using fire against a Frost Wraith, for example).
Is the summoned being single use since it performs ‘a single magical effect’? It doesn’t really seem right to have to summon a new spirit for every spell, but infinite uses seems overpowered too.
I’m no gamer at all, so this could be like a very silly, basic question for you guys. The thing is that I always read about “Dungeons and Dragons” game (not the video game, but the normal game to play with friends that are actually gathered together). And I would like to know how to play it.
I’ve read that it is a book (or several ones, which is more confusing for me to understand), but I’ve read somewhere that it can be played as a normal “table” game, with a board, and pieces, and somewhat weird dice (or sets of dice).
Is it like a normal game, where you pull the stuff out of a box and start to play?
I don’t know if any of you watch the show “The Big Bang Theory”, but I think they have played the game in a recent episode, and it looks just like a regular game.
I’ve Googled it for more information, but I haven’t found anything as basic as I need, because I’ve never played a role game (except in a video game).
I just want to learn how to play, so I can get my friends into it to play it each time we get together.
The question is, what should a DM screen essentially have?
I’m new at playing and DMing, altough a lot of experience watching games, just got a group to play with now.
Started with the starter set in 5E and the Lost Mine of Phandelver adventure, however I’ve noticed the game can come to a stop when checking the rules or how to do something, while getting the books and stuff like that.
So I thought to make a DM screen with some cheat sheets, of the most usual things new players, and new DM’s have doubts on, and how to make the game flow well without long rule-checking breaks.
What should be on that screen?
So far this is what I found http://imgur.com/a/IXjjg but not sure if it has all I need or so much stuff that’ll also make the game stop a lot while cheking it out.
We are playing Advanced Dungeons & Dragons 2nd Edition pen and paper.
Some sub race (e.g. Sylvan elf, see “The Complete Book of Elves”) or some Humanoids (e.g. Ogre, see “Player’s Option (Skills & Powers Book)”) could reach Strength 19 (or more).
During character generation (by using Method VI) how many attribute points I will need to reach Strength 19? Only 19 points? Or I have also to pay for the sub levels (18/50, 18/75,…), so I will need 24 points?
And there are a different between Fighter and other classes?
I like to play 3.0 3.5 D&D ! How many people that like this version!?!
Because my players’ suspension of disbelief began to suffer when exploring more “normal” dungeons, I have created some big dungeons which are based on bigger, realistic structures: castles, towns, military structures, bunkers, etc.
However, another problem has come up. A structure which is able to hold a regiment contains many repetitions: kitchen, bathroom, sleeping room, again and again, because a place where people live is more utilitarian than most fantasy dungeon designs.
Now my group isn’t suffering a lack of suspension of disbelief, but I suspect they are a bit overwhelmed: their normal routine of sifting through every room is not possible anymore, and they get restless. I suspect they fear losing out on interesting information now that the dungeon isn’t linear.
I am not sure how to keep the players busy and focused in a dungeon that has many equal rooms. How can I GM these larger structures without the players becoming frustrated in this way?
Some information about the current background. The group explores the structure with a map which is under a glass plate covered by rice (sand is leaking too much for my taste). The advantage is that I do not need to describe every room and they can make maps (naturally I have the master map with undiscovered features like traps, hidden rooms etc.), the disadvantage is that they realize how vast the structure is and that I gave them the freedom to explore. The structure itself has a very specific and very important purpose which is the reason why it is so vast, the constructors had no choice. The reason was temporary, so the inhabitants left bit by bit. The inhabitants and their reason to live there changed rooms and build hidden ones without never finding all rooms of their predecessors. So the current explorers (my group) find plundered and vandalized old rooms and sometimes an older trap which is not working anymore. But the last sessions they found out that someone left fresh traps and a message that their presence is not welcome >:)