As per a previous question I asked RAW do not allow players to go later in initiative order in 5E as they could in earlier editions of DnD and other roleplaying systems.
What are the potential things to consider if I choose to home brew changes to this behavior as part of my own rules?
The rule I am considering is as follows.
In a players turn they may either hold an action based on a trigger as per RAW or they can choose to delay there entire turn until after another stated players turn. A player may only delay once per round and cannot name a player Or NPC higher in initiative order to wait for. E G a 5 character combat 4 players and NPC roll initiative and are in order players 1 to 4(high to low) with the NPC sitting after player 3
Player 1 can choose to delay their turn and take it after players 2-4, or the NPC, they state they will go after player 3
On player 3 go they may choose to either go after player 4 or now, they cannot decide to go directly after player 1
Player 1 now takes their turn and must have a turn they may not choose to delay again.
Next round the players return to original initiative order.
In order to stick to stack guidelines I am looking for specific examples from players and GMs who have tried this rather then opinions.
New DM here. I have dabbled a bit with D&D in the past, including playing on FG back in 2010. I’m now looking to get back in to it and start up an adventure with my wife and a few friends. My friends are remote, so it would necessitate playing online. I really enjoy rolling actual dice though, and I fear that using a VTT like Roll20 or Fantasy Grounds would kind of cheapen the experience. I’d like to run a pre-written adventure, most likely Mines of Phandelver just to ease the DMing burden rather than create my own adventure right off the bat.
How much more work would it be to just use Discord and basically play without any VTT, doing everything manually? Would this slow down the game too much? I’m eventually shooting for like a 70%/30% RP to combat ratio because I really enjoy theater of the mind vs. tactical maps/dungeon crawls. Is this insane? Should I just use a VTT and get on with it?
As a long time player of the FFG Star Wars games (Edge of the Empire, Age of Rebellion, and Force and Destiny), I was very excited to hear about the release of FFG’s new RPG Genesys, which uses the same Narrative Dice System (albeit with slightly altered dice). While I was pleased to hear about it’s release, I was wondering if the $ 40 price tag was worth it if I already had all of the Star Wars RPG core books.
Are the rules exactly the same (obviously with altered classes, races, etc.), or is it changed enough to warrant purchasing the new book? Is it possible to play in non–Star Wars worlds with the Star Wars books?
Ultimately, what I’m asking is whether it’s different enough to require buying the new book to “play Genesys”, or whether I can “play Genesys” using the rules in my Star Wars RPG books.
So I am brand new the role playing as I am really shy and normally don’t like to tell my stories to other. I am role-playing with my friend and her siblings and I have a problem. I have added my character into an already existing, huge lore, place. And my friend is trying to make my character do things that would not fit my narrative. For example my character has a boyfriend and this guy is very specific to her background as they are kinda tied together by fate through different lives. Every time my OC dies, she will meet her boyfriend in the next universe, her could be her lover, friend, or enemy. My friend forced me to break up with the OC’s boyfriend and now is trying to forcefully get my OC to date a girl. I told her this character is strictly heterosexual and honestly is really mainly attracted to her boyfriend but my friend will not listen. I have other OCs who are LGBTQA+, but she is so admit on the straight one. I don’t want to cause trouble but they are constantly forcing my OC to do things out of character that I have created because she is my character. And I don’t know what to do? I don’t want to be mean or cause drama but I am stuck!
I’ve been brushing up on DW rules in anticipation of a game I might be running soon.
One thing that’s got me scratching my head is the Stakes in your Fronts/Dangers. So I can cut to the chase, I’m going to assume you already know how they work.
There are some stakes I feel like you could come up with which seem impossible (or at least highly unlikely) to answer "while playing" in a narratively satisfactory manner—stakes that seem like they need to be answered in prep in order to not feel hackneyed or contrived. These would be any stake which begins with Why or How, or in other words, which can’t be answered with Yes or No.
I’ll give you some examples. Here are stakes that I think would be easy to answer in play:
- Will Cadney the Bard find his long-lost sister?
- Will the dead break free from their underground prison?
- Will Knight Peregrine succumb to his wounds?
- Did the last of the dragons really die out?
And here are stakes I think would be really difficult to answer:
- Why is King Taggard so afraid of his Queen?
- How did a dozen goblins ransack an entire village?
- Why don’t the storms ever clear from Ariadne Island?
- What’s inside the Cavern of the Deeprock that’s chased all the Dwarves above ground?
The way I see it, the Easy stakes need only player intervention/investigation for an answer to come about. Cadney probably will find his sister if the party goes looking for her; the dead probably won’t break free if the party performs the ancient ritual to release their souls first. Campaigns spring naturally from these kinds of questions, I think.
But the Difficult stakes, to me, seem to demand some kind of predetermined explanation from the DM in order to be answered satisfactorily. How else are the answers going to come about? What could the PCs do that explains why King Taggard won’t look his Queen in the eye? And wouldn’t any answer to that question need to be made up by the DM on the fly (probably inadequately)? The DM could ask the party these questions at the beginning of the story and use those answers, I guess, but where’s the mystery in that scenario?
Moreover, I think many more of these sorts of questions are going to come up organically a lot over the course of a campaign, and it seems distinctly un-Dungeon World for the DM to come up with answers to them on their own. The core rulebook and most guides I’ve found online seem to all point to the same answer: Play to Find Out. So… how?
Let me start with saying it’s been many years since I played D&D. I have a group of friends that meet every week to play board games like Descent, Heroquest, etc. The thing is, none of these friends have any experience with role playing, as you probably know, the idea of acting like they are the character is hard to overcome at first. Not to mention, their imaginations are definitely out of practice.
I know there are a lot of new games out, ones that have tiles, cards, etc, but still allow you to role play. I figure something like this would help ease them into the genre. At least this way, they wouldn’t have to imagine every little detail right off the bat.
If you have any suggestions, please let me know. I would greatly appreciate it. Thanks for your time.
The description of a flask of oil says:
You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.
When playing on a grid, can I pour a flask of oil on any adjacent square or just on the one I am standing on?
I’ve been conducting research into congestion games and have come across many papers that study the effects on the outcome of a game played by agents employing a particular algorithm e.g. seeing how quickly Nash equilibrium is approached when using a modified version of fictitious play.
Is there any particular reason as to why there hasn’t been any research conducted that looks into agents using different algorithms playing a single congestion game? For example, agents who uses fictitious play playing alongside agents who use a q-learning algorithm.
So in DnD 5e, my bard character happened upon some fragments of a musical composition. When my character tried playing it, it caused some sonic-charged magical effect.
My question is–specifically in the context of conditions like Invisibility where when casting a spell or making an attack drops the Invisibility–does playing this particular piece of music, that happens to have a magical effect, count as casting a spell or making an attack?
So I used to play a while back ago. Was never that much into it. I actually used to think it was kind of stupid but as of late have been thinking about it more and more. At times it used to bore the crap out of me but when you’d get into it time used to fly by.
I played with some guys who were jerks and used to horse around a lot but would still get into it. I have a good enough idea of what to expect because of my experience and what I was exposed to. Just wondering if there were any ideas on what could help or questions, or thoughts etc.
I’ve already mentioned it to some folks. As far as planning goes, who’s going to DM and how the group structure should work for those not sure what to expect.
Once again I was never that into it. I’ve only played with one group but I went to shops and played as a child and it had a really lasting effect on me. So I want to take it slow and do it the right way.
The challenges I face trying to play are my culture. Drinking, girls, first generation-hispanic materialistic people. They’re some talented people, they have issues like everyone. Just wanted to try something different.
Maybe some guidelines, tactics, practical knowledge or anything that can contribute to the dynamics of our group. I’ve done limited research but my memory is hazy. Have already bought the materials and want this to be a memorable experience. Thanks and any comments or feedback would be much appreciated.