Some games, such as Dungeons and Dragons, come with ratings/recommended ages before they can be played. Are those accurate? Beyond the ratings, are there any general guidelines I should follow when deciding whether to allow my children to participate in an RPG game, unsupervised?
Because of story setting no humans should be available as playable entities, instead other creatures some of which might look or resemble humans and some of which are not even humanoid are playble.
This however puts some worries on me, is anyone even gonna play my game? As far as I know all famous rpg’s game have humans as playable characters and its common that humans are also the most played entity in such games.
Should I just change my games lore and avoid wasting my time?
Lore Bard’s Cutting Words feature states the following:
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
What exactly does that mean. At what time do I have to say my DM I interrupt them?
When playing at a table, my DM usually goes this way: “The goblin attacks [player character] with their bow and [rolls] hits”. I can hear the dice roll and I say I want to know the result in order to decide if I want to use Cutting Words.
Now with the current sanitary situation, we play online, and the DM usually rolls their own physical dice and tells whether it hits or not because they have all our ACs registered. This basically forbids me to use my Cutting Words.
So what is the exact timing where I can interrupt the DM, online, and use my Cutting Words?
I’m aware that the typical advice for playing a Focused Specialist Enchanter is “just play a Beguiler instead”. Regardless, I’ve still been reading up on it. It seems like the theory for such a build is:
- If the enemy isn’t immune to Mind-Affecting stuff and doesn’t have a high will save, hit it with any good Enchantment spell and add it to your thrall.
- If the enemy isn’t immune to Mind-Affecting stuff and does have a high will save, either delay it with battlefield control or with your thrall and either spam a good Enchantment spell until it’s in your thrall or use normal Wizard spells until you’ve killed it.
- If the enemy is immune to Mind-Affecting stuff, fight it like a normal Wizard would and throw your thrall at it until it dies.
Assuming that I’ve got this right, and assuming that it would be played as described (e.g. as opposed to just playing a normal Wizard build that happens to be lacking a few spell slots), is this actually viable? I’ve got the following concerns:
- At low levels, you either won’t have a thrall or it’ll be useless.
- As levels increase, permanent immunity to Mind-Affecting goes from rare to commonplace to mandatory.
- There’s plenty of ways to remove possession. A single skilled Cleric could end you just by spamming Protection From X, a first level spell!
Basically, I’m worried that these builds are often unable to make a meaningful contribution. Are my worried well founded?
Note: For balance purposes, assume a party of tier 1/2 classes without any significant optimization.
During a while of playing a 2e session with multiple 3.5e conversions, I have recently (In the past 7 years) experimenting with playing Evil campaigns and playing Monster characters such as Mind Flayers (Which I’m really good with), A Gloom (Part of an Epic Level beginning game), Baatezu, Trolls, Fairies, Sprites, Hunefers (Another Epic Level beginning Campaign), Bugbears, and a small hand full of other monsters. In this campaign, We have been going on for 2 years of gameplay, reaching levels between 64-76
- Nuetral Evil Medusa (Lvl 72 Wizard/ Archmage 5)
- Chaotic Evil Marilith Tanar’ri (Lvl 77 Warrior)
- Chaotic Evil Vrock Tanar’ri (Lvl 38 Barbarian/Lvl 34 Legendary Dreadnought)
- Chaotic Evil Succubus Tanar’ri (Lvl 66 Bard/ Lvl 2 Rouge)
- Lawful Evil Noble Efreeti (Lvl 20 Fighter/Lvl 48 Fire Elementalist)
- Neutral Evil Chameleon Greater Barghest (Lvl 56 Assassin/Lvl 20 Perfect Wight)
- Chaotic Evil Vampire Drow (Lvl 32 Blackguard/ Lvl 20 Cleric/ Lvl 24 Divine Emissiary)
- Neutral Evil Corpse Tearer Linnorm (Lvl 60 Necromancer/ Lvl 18 Dread Necromancer)
I am having a slight problem trying to figure out how to keep this diverse group together. The blood war, the personal problems, and the ambitions in the group are causing us to be a bit nervous. Each of us is having a difficult time with personal goals. During our time we have battled the armies of heavens, slaughtered many baatezu/devils, plundered villages, battled against the forces of good, fought against the harpers including battles against Mystras chosen, and basically ravaged most planes. Now after a while of our power growing, some of us have become slightly more distant from others and others have become a little suspicious of each other, causing many to create secondary plans and safeguards just in case. I do not want this to grow out of control, for this campaign is too amazing to quit. I need a solution that does not involve a common enemy (for specific reasons) or involves money. So, how should I string together this merry band?
Does anyone know the name of the role playing game from around the 70s or 80s that was sort of a Star Wars ripoff?
There were tall Hawa type creatures with glowing eyes that had swords like lightsabers. They used something similar to the force but it was called something slightly generic.
A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.
All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
I’m currently playing an IRL game with two of my friends. As you might imagine, I was worried that they weren’t powerful enough to take on the higher level encounters so I made a character to help them out. They were both new to D&D so I didn’t want to overload them with a gestalt character. However, now I’m worried that I might use my DM powers to make my character more powerful than the other two.
I just want to know something to help prevent myself from using my magic DM powers for evil.
Right now, we have a sorcerer and monk so I was considering making a tank-ish cleric.
I recently joined a mostly neutral, mid-level campaign. The trouble is that one of the characters decided that his character was going insane, and made himself an insanity die roller (randomly by the way, nothing happened in game to justify this happening). Upon returning to the capital city, he killed two civilians and a few guards after being caught. Between another character’s assistance and low rolls, I didn’t catch on to what he did to intervene. Those I could live with, some people are just murder-hobos, and that was a very RP heavy session. Then, as we were leaving the city to progress the campaign, he sneaked away from the party, and did some really bad things that I won’t go into detail about.
Several other players voiced their complaints. Since he’s related to the DM, the DM said he will not do anything about it as long as his rolls are successful (he has the Lucky feat, and gets inspiration for complimenting DM) so they almost always are. I openly told him that if my character ever sees him do anything, EVER, that I’ll kill his character.
As it stands, I see myself with several options, none of which are great.
Cast “Ceremony -Atonement” and hope I get lucky with the DC 20 insight check to attempt to fix his alignment, without any proficiency or wisdom bonuses to help.
Kill his character, and potentially endure his and DM’s hatred
Ask DM if I can make a new character, but then lose all my gear, money, weapons, ETC.
Leave the game and try to find a new game to join (which I won’t be able to, as no one else in my area hosts DnD/pathfinder/TTRPG games)
Is there anything I can do in this situation to not lose out on this group without alienating both offending player and DM? Would it be better to just give up on the group and hope I find an alternative? Any advice would be greatly appreciated, as none of my current options are great…
- I just joined this campaign 6 sessions ago
- I only knew one of the players from before the game, but the others are all friends with each other and have been since high school
- It was billed as an Adventurers League campaign, but wasn’t
- The GM told me beforehand that the campaign was neutral good but, upon joining, I found out there were 3 evil characters
- There are 7 players, including myself, of which at least 2 others are tired of his murders and “insanity”
I’m planning on making a D&D 5e campaign for my friends so they can experience what an okay DM is like rather than a bias and railroading DM which is so far their only experience of Dungeons and Dragons. In the campaign I’m creating, There is going to be magical artifacts that distort reality, time, and space. One of the ways I want to do this is for reality to shatter/merge with other realities to make it so different RPGs have melded with their world. These are the RPGs that I either have a solid understanding of or an okay understanding of:
- Honey Heist
- Call of Cthulhu
- AD&D 1e
- Monster of the Week
- Twilight 2000
I really like the idea and I want it to work but I have a lot of flaws and complications in my plan:
Almost every one of these RPGs has a different game system and has different game mechanics.
The list of RPGs that I know have varying levels of complexity and I’m afraid that going from Honey Heist to Twilight 2000 is going to give a player whiplash.
Calculating what your rolls are can be extremely confusing if you don’t have a good grasp of the game and these fusions of RPG systems are going to be the same length of a one-shot which is not enough time to fully grasp the rules.
Weapons and armor and all of that would be confusing to transition to some games like Call of Cthulhu where fighting back isn’t that much of an option, well it is but it’d be a TPK. But in D&D 5e, class revolves around the way your character fights and what do you add to help the party not die in the encounter. This is also an issue for Honey Heist where it’ll be hard to skills if someone gets the Hacker role and the closest thing to technology in their world is some oil lanterns and a bunch of healing potions.
I have many ways to implement these games into 5e like
- Making only the NPCs use different gaming systems
- Creating a homebrew gaming system so they can easily go from RPG to RPG
- Have them continue to use the d20 system no matter the game
- Scrap the idea
- Let them use the other RPG character classes like subclasses and tone down their abilities a tad
- have only small portions of the other games be included like just the and that’s it.
Here’s my problem: How do I include these different RPGs into 5e and how do I do it in a way that is simplest for the players and myself