MoneyHeistCommunity.com — 120,000+ Community Members

Today, I am listing one of our TV series fan sites and all the assets for Netflix ‘Money Heist: La Casa de Papel’, MoneyHeistCommunity.com.

I am selling because I have a new job that does not allow me the time anymore to manage the group.

Originally, the Facebook group was launched with some friends after sharing the love for the Netflix show ' Money Heist'. Everything that followed was because of the larger fan community shared the same…

MoneyHeistCommunity.com — 120,000+ Community Members

How do NPC’s of a faction know one of the party members is a member of their faction? (careful: minor spoilers in question)

I’m currently running LMoP for 4 players. One of them has already joined the Lords’ Alliance, and I expect another to join the Emerald Enclave in the near future.

I’m planning to run SKT next, and have already started reading the book. The factions are mentioned quite often, and usually in a way that if one is a member of the faction they can get free lodgings/special items/a special quest.

I wonder though… how would they know they are part of their faction?

  • Would they be wearing a symbol on their clothes (such as a pin)?
  • Would they have to explicitly state to the NPC that they are a part of this faction?
  • Or would the NPCs simply be already informed about the new member and his/her appearance?

Any other possibilities?

What are my options when other members of the party think my character is too powerful?

I’ve recently started playing DnD 5e with a group of friends, all of whom are very inexperienced – myself and the DM included. We all agreed at the start we were aiming for a very casual game initially in order to get a feel for the rules and then move in a direction we all agreed with.

Without going into too much detail the party consists of a Paladin, Rogue, Sorcerer, Bard, and my Ranger. We’re all at level 3, and there’s a couple of instances where planning (and fortune) have meant I am noticeably better in combat. My HP rolls have been very high (I have 35 HP) while the rest of the group have 24, 18, 17, and 14. In addition whilst I am not particularly aiming to create a particularly meta-gamed character I am trying to choose complimentary skills, and last session was using various skills/spells to deal far more damage than the others in combat (we also missed a rule which meant I should have done a couple of checks for concentration, but that’s our inexperience and I’ve made a note to check that thoroughly in future).

Now at this point a couple of the guys got a bit put out because they weren’t really able to do much, as I was typically able to go first in any combat due to high DEX, and dealt such insane damage that the guys going last did nothing. In addition the combats are quite short and fulfilling, and truth-be-told I’m not overly enjoying it either. One of the guys said the (dreaded) phrase – that I was meta-gaming my guy to be better than everyone else.

I pointed out that:

  1. The session started in a city where my low CHA, and my character having a somewhat introverted background, meant I didn’t get much to do. I had basically accepted that session would be in the city with little combat and was completely fine with that.
  2. Everyone agreed (and I didn’t press the issue) to leave the city very quickly because they were all anxious to fight stuff again. I was quite content exploring the city and wanted to find out more about a potential side quest I considered more interesting.
  3. Some of the party are not really set up for combat, and are more suited to the city RP, though I accept that doing literally nothing in a given combat is extremely frustrating I was basically giving my stuff to the bard to sell for me in the city.
  4. Any skills I have chosen were those I thought fitted what I thought the character would tend towards by himself in terms of background and ambitions – I’m not particularly leveling with any meta in mind.
  5. I have been incredibly lucky with HP rolls.

All-in-all I honestly don’t want to be harming the game for others, so I’ve been talking to the DM about trying to adjust myself to being more in line with the others. I already offered to the DM after my last HP roll to do it again, and he has agreed if we feel it is needed, but we will come up with an in-game reason for that to happen. What else can I do in order to make the game better for the rest of the players?

EDIT: I can explain a few more things now:

It boiled down to the setup I had of:

Longbow with 17 DEX and Archery as a fighting style, then using Hunter’s Mark and Colossus Slayer to get 3+D10+D8+D6 damage to the bosses, or using two Shortswords and doing something similar. The checks I mentioned were the concentration to keep the spell going after I took a hit.

To my mind, whilst yes I am aiming to make myself good at Combat, that doesn’t seem like I’m deliberately trying to find niche rules to suit me, but just choosing things wisely (and appeared a fairly standard Ranger setup when I later checked. One of the guys and I played Warhammer Fantasy alot, so we’re not unaccustomed to working out what is best to use, it’s two of the other people who had the opinion I was somehow playing the system.

My suggestion to the DM was either I go for the Beast Master route and rejig a few things, as people have also pointed it is considered not as strong, but it doesn’t fit the character well, or we find some reason to drop probably the HP, as at the moment with some guys being really fragile it’s hard to up the difficulty in his opinion as we’ve nearly had people die to Goblins. I have pointed out (as other have here) that other classes will get better later, but people seem to hear none of it. I’m not particularly stung by criticism of what I am doing – I’m just trying to fit in with the team and play my role accordingly.

Also thank you to whoever added tags etc. Apologies as I am somewhat new to this site.

Where to store tokens for analysis team members

As part of their day-to-day work, each member of our analysis team must handle a variety of sensitive information. For example: username and passwords for our internal databases, and tokens for accessing APIs. Some of this is specific to each individual, while some are shared by the whole team.

Ideally, each team member would only need to enter some individual login information once and then have automatic access to everything. For instance, our custom analysis libraries would need to be able to find the tokens it needs to access the web services we use.

What is a best practice for handling this type of situation?

Can other party members wield a warlock’s pact weapon?

Lets say the group’s Great Weapon Fighter and Bladelock have their weapons confiscated. Can the Warlock call his pact weapon and, assuming it is the type of weapon the Fighter uses mostly, give it to the Fighter for the Fighter to use in combat?

The rules say the pact weapon disappears if it is more than 5 feet away from the summoner for more than 1 minute. During this time can the Fighter use it?

What are the most effective use of L1-3 spell slots for healing multiple party members for a Cleric/Druid multi-class build?

What are the most effective use of L1-L3 spell slots for healing multiple party members for a Cleric/Druid multi-class build?

I’m looking for some guidance on the most “cost” effective use of my L1 to L3 spell slots for a multiclass Cleric (Life Domain) / Druid (Circle of the Shepherd). I want to work out how to get the most overall healing, while trying to maximise the synergy of my domain/circle features.

The party consists of 6 players normally.

The maximum spell-slots available for L1-L3 spells are:

  • 4 x 1st-level spells
  • 3 x 2nd-level spells
  • 3 x 3rd-level spells

Level 5 Cleric (Life Domain) (PHB p.60)

  • Disciple of Life: +2 + spell level (target of the spell)

Level 5 Druid (Circle of the Shepherd) (XGE p.24)

  • Spirit Totem, Unicorn Spirit: + druid level (all players)

I’m trying to think of how to best use my spell slots in combination with my Spirit Totem (Unicorn) and my Disciple of Life feature.

I think I’ve worked out a good single or combination for L1 slots…

For Level 1 slots I thought the best one is Cure Wounds:

  • one character gets: 1d8 + spellcasting mod (+5 max); +3; +5
  • all party members get: +5 (x6)
  • Average: (4.5+5+3+5) + (5×6) = 47.5

In a pickle, use bonus action to cast Healing Word as well:

  • one character gets: 1d4 + spellcasting mod (+5 max); +3; +5
  • all party members get: +5 (x6)
  • Average: (2.5+5+3+5) + (5×6) = 45.5

Average of both cast in the same round: 93

I’m not sure for L2 slots, and L3 slots I think Mass Healing Word would be the obvious choice?

House rule for experience sharing between party members

There are possibly huge gap between caster and non-caster characters in a party. Caster have plenty of options of getting rid of own experience in exchange for various boosts. Item creation, wish making, less expensive XP spells, permanenting useful spells for himself and comrades. That may made him lose XP faster than he can compensate with common adjusting formula for characters lagging in levels.

The general opinion is simple “just by all costful spells in scrolls”. XP is much under-priced and should never be used if it can be substituted with money.

But I have two objections. At first there are companies that gives players not so much gold. At second versatility is a general rule for d&d. You may achieve similar effect with pretty much different means. That also reflects in fantasy world economy.

So I’d like to design some way for willing characters to share their XP. So fighter that could cast no spells would have a way to return favor to wizard that do much enchantment for him.

There is one thing that should be strictly avoided in designed house rule. Players may not be able to force or talk NPC to transfer XP from them. Neglecting this issue will quickly break game session.

So I decided to introduce house rule with two guards.

First guard is amount of XP that may be reallocated by once: 1/2 of total XP earned by the party between two rests.

Second guard is tedious ritual that only willing creature having much time to spare can afford.

Teamwork benefit from PHB2 suits for this perfectly. This ritual would require much time to establish and would occupy team roster slot that may by used for something else useful by parties that have another member specialization. So using the XP sharing benefit would have fair price in discarding other options.

But I need two advices.

  1. Is there any other more preferable way for XP sharing?

  2. What training should look like and what requirements should be put on the task leader and task members if I would opt to use the teamwork benefit path described above?

Does a race that is a sub-variant of another one qualify for feats restricted to members of that race?

Does a character being a race that is described as a sub-variant of another – for example, Svirfneblin to Gnome – qualify said character to take feats that are restricted to members of the super-race (for want of a better term) – for example, Earth Child Style – due to sharing a sub-type?

Is there a proper way to handle large combat engagements with party members involved?

For instance, a party of four player characters raise a force of 30 militia men to go take a bandit camp. When they get there the bandit camp has 40 men, and none of them notable.

For the sake of simplicity, both the 30 men and the 40 bandits are armed with long swords, and wearing leather armor.

Is there a proper way to handle combat between the 30 man militia and the 40 bandits while also incorporating our four player characters? If no “proper” way exists, is there a generally accepted “best” way?

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