Why do all subclasses only use spells from the Player’s Handbook? [closed]

Some of the subclasses from classes like the sorcerer, cleric, warlock, paladin and druid gain addditional spells based on the subclass that they choose. These sometimes involve spells that aren’t usually part of the class’ spell list. However, when looking through the subclasses in Xanathar’s Guide to Everything, I’ve noticed that all the subclasses only gain additional spells from the Player’s Handbook. Once I noticed the pattern, I checked subclasses from other sources and noticed that they too only use spells that are in the Player’s Handbook.

Is this an intentional design? It seems like a waste to make 50-or-so new spells, to not use a single one in any of your subclasses. I could imagine you don’t want to cross-reference spells from multiple expansion books other than the PHB, but once you’ve got the book, you’ve got both the spells and the subclasses, right?

I’m a DM and I want a hiatus but don’t know how to tell my players

So I started DMing before this pandemic and I loved it, however the swap to online has been extremely rough and every session I am extremely stressed out to the point where I lose sleep and am picking up some of my old bad habits.

I want to put the campaign on hiatus, but all the players have put effort into their characters and are my friends and I don’t want to disappoint them.

How do I step down from being DM and put the game on hold until we’re back in-person.

What is the subspecies name for the standard race choices in the D&D 3.5 Players Handbook? What is appearance do these subspecies, and a few others?

I am playing D&D on a Neverwinter Nights Enhanced Edition module using the D&D 3.5 ruleset. Please note that this is not a Neverwinter Nights game question. This is a D&D 3.5 lore question.

I am having difficultly finding the subspecies name for the standard race choices offered in the Players Handbook. I am also having difficulty finding descriptions and images of their appearance online. I am avoiding 4e or 5e images and information because some of the lore has changed.

Here is my list of questions. Hair and skin is all I need for description. If you can have a picture link that would be very helpful. I will also gladly look at any online resource that answers my questions and saves people time from writing out their answers.

What is the standard elf race subspecies name in D&D 3.5? What is their suggested appearance?

What is the standard gnome race subspecies name in D&D 3.5? What is their suggested appearance?

What is the standard dwarf race subspecies name in D&D 3.5? What is their suggested appearance?

What is the standard halfling subspecies name race in D&D 3.5? What is their suggested appearance?

What does a deep dwarf look like?

What does a wild elf look like?

What does a wood elf look like?

What does a gray elF look like?

What does a forest gnome look like?

What does a lightfoot halfling look like?

What does a tallfellow halfling look like?

What is a tribal orc? What does it look like?

What is a deep orc? What does it look like?

Does help from other players stack?

Players can help each other if they’re trained in the skill – doing so provides an asset to the player being helped. Does multiple skilled players helping stack?

Say three characters are trained in identifying Numenera. What’s the outcome? Player attempting the task reduces its difficulty by 1 through skill, and either gets 1 or 2 assets. Is there “too many cooks in the kitchen” so only one asset applies?

This answer to “Is there guidance on applying overlapping skills to reduce difficulty?” shares great general philosophy on combining assets, but it’s not entirely clear what’s the best outcome in this case.

How to keep the players to work together?

I am the GM of a group of 5 players, i know them as i usually play other games with them. For the sake of the campaign they do not know their past, nor each other or why are they summoned, after some exposition, they learned that they have to cooperate to escort a VIP somewhere, in the first night of their trip i prepared a small encounter disguised as a barfight. the players are all humans :

  • Woman barbarian (WB)
  • Woman paladin who prays Tyr(WP)
  • Woman Rogue (WR)
  • Man cleric who prays Kelemvor (MC)
  • Man warrior (MW)

So here is how it played out : A drunk guy blamed WB spilling his beer (even if she did not), MW tried to calm things but WB wanted to slap the drunk dude, WR caught her before touching him, and the drunk dude lunged and engaged the fight. WP and WR decided to keep the VIP safe and watch the scene from afar, WB just punched the dude directly, then MW held the drunk by the collar and as he succeded to take the guy out of the place, but on his way, WB landed a hit and put him to 1hp even if he was already handled by MW (i played it out as being unconscious). MC stayed on his chair the whole time drinking his beer, until another drunktard attacked WB with a stool, for hitting his friend, MC used a cantrip twice(sacred flames) on him, and WB entered into rage mode and litterally put the enemy into the negative thus making him roll for death saves. WR rushed to save the dying guy and I ended the session after WP, WR and MW asked themselves if they should leave the other two for such behavior.

WP asked me if she could go to the nearest guard to denounce the attempted murder.

Now, on the first session, i have two people who might be abandonned for their murderous intents and even jail time for WB.

How can i get to make them cooperate or just tolerate each other?

How to manage rest with changing GMs and players

I have been running a west marches style D&D 5e game where the GM and the players (along with their characters) change between every session. Due to this, every session ends back in town and with a long rest so that players can change naturally. We have tried the gritty realism rest rules to try to make random encounters meaningful but we are still unable to fit more than 2-3 resource using encounters between long rests. This causes our spellcasters to be overpowered as they can use all their spell slots with no risk.

How can we follow the 6-8 encounters + 2 short rest mentioned in the DMG whilst still having some way to hand over each session?

Some ideas that come to mind:

  • Long rests cost gold or something so they don’t take one at the end of each session
  • Players can only long rest every other session or every 3rd session they come to.

Do you have any other suggestions or have you tried any of these ideas and how did it go?

What do you do when avoiding railroading just gives you stuck players?

I’m seeking some newbie GM advice. I’m an experienced rpg player, but am much less experienced as a GM

I was recently running an D&D 5e adventure, where the players would be investigating in a town that had some problems with trade caravans being attacked. They started at the local Sheriffs office who tipped them that a local relatively new thieving guild was active in the area. The thieving guild wasn’t raiding the caravans, but I thought it might add a little plot twist to get the guild involved. My thought was to have the PCs eventually figure out that the guild wasn’t behind the problem and would need to investigate the local country-side to discover the problem. I had a few encounters written out, but I wasn’t fully sure how the PCs would reach their end goal of figuring out the source of the problem. I guess I thought that over-planning would be railroading and I wanted to give the players some freedom.

The players were often confused and unsure what to do. There wasn’t quite the excitement I was hoping for. They were eventually invited to a parley with the thieves guild but were not sure what to do with the thieves, so eventually just attacked them. It was ok, but not spectacular.

What do you do when your players seem stuck?

How to deal with a GM who favors other players

I have seen plenty of GMs write about how to deal with problem players, and I suppose I should ask about a GM who favors some players over others.

It’s only natural if you have a more rich backstory to get favored as a character, especially if your character is more chaotic and causes more problems, but the problem and chaotic character of our group tends to get the most attention, the most development, and solo sessions on their mission after splitting from the group. The GM is happy to play solo sessions with them, and have multiple conversations with NPCs for long stretches of time while the rest of us sleep or are left unaware. The character is always targeted by enemies, gets weapon upgrades and spell upgrades, and has the most development overall.

I have talked to my GM about this, who dismissed my concerns. I have also talked to the player about this, who apologized, and then continued. I know I am not the only one who feels this way, but the thing is that my concerns get brushed off as complaining for complaining’s sake. The most frustrating part is getting told to be more considerate of other players whenever my character causes conflict. It just feels like favoritism, and I don’t know how to deal with it besides just grinning and bearing it.

Can my players coat a +1 Plate Armor with Adamantine?

My Dwarf smith wants to merge both his Plate Armor +1 and his Adamantine Plate Armor. The idea is to melt Adamantine, obtain the raw material, and coat his +1 Plate with it, thus obtaining a +1 Adamantine Plate Armor.

Would a +1 Adamantine Plate Armor be imbalanced?

Players are currently level 12, and I was thinking of charging 1000g for the task, alongside the consumption of one of the armors. The player would not be able to melt the new armor again, so this would be the final version of the item. I’m aware this is homebrew territory (you can only coat weapons with Adamantine), and my main concern is whether this item is overpowered or not. I can adjust its cost, whether it requires attunement, and possibly other effects/penalties.