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Post by Deleted on May 17, 2022 11:54:42 GMT -5
newest D&D book in the house, further evidence the concept of multiverses is taking over mass pop culture... -M
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Post by wildfire2099 on May 18, 2022 7:46:54 GMT -5
D&D has always had other planes.. is this going a step further? Like evil Eliminster or something? Just judging by the cover, feels more like a marketing thing.
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Post by Dizzy D on May 18, 2022 9:50:39 GMT -5
Yeah, it sounds like just an opportunity to include a lot of creatures from all different settings to be used in your own campaigns. Exactly what I want from D&D (though been a while since we actually played D&D).
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Post by Deleted on May 18, 2022 13:17:25 GMT -5
D&D has always had other planes.. is this going a step further? Like evil Eliminster or something? Just judging by the cover, feels more like a marketing thing. There's always been other planes but traditionally there has only been 1 Prime Material Plane. In Greyhawk it is Oerth, in the Realms it is Toril, in Dragonlance it is Krynn, or your homebrew world. In 2E, you had Spelljammer which allowed to to travel between planets in the Prime (and Spelljammer is coming back in 2022 for 5E). This and Spelljammer are WOTC's (maybe marketing but marketing reflected in products and gameplay) of saying it all exists and its all available to use. If you like say the Circle of Eight from Greyhawk and the Mourning Plains of Eberron, the Harpers from the Forgotten Realms, and Towers of High Sorcery from Krynn, there could be a place (A Prime Mateiral plane) where they all coexist somehow. There doesn't need to be a Greyhawk bestiary, a Realsm bestiary, an Eberron NPC guide all separate, these are the monsters of the multiverse (technically the monsters that were in Volo's Guide to Monsters and Mordenkainen's Tome of Foes revised and updated and now in one single volume for convenience's sake) for you to use in any way you want in your game (and in official games like Adventurer's League stuff). For sure, a lot of gamers already do that, but there is a significant portion of gamers who need an official "it's ok to do this" before they would allow it in their games. But it's a way for them to say that all the D&D worlds (not planes) can co-exist and you can visit any and all you want in your games or create your own using elements of any and all that you wish. And your homebrew world exists there too. And sure a lot of veteran games have been doing that forever, but we live in a world where D&D had become popular in the mass audience and people are starting to play who are not veteran games but who are pop culture savvy so using multiverse (which hearkens back to Moorcock one of the foundational authors of Appendix N that influenced the original lore of D&D) as shortcut to allow those folks to grasp what has been a part of D&D all along is a very effective and brilliant move IMHO. The homebrew I have been developing this year and playing in since March is very much a melting pot taken from things I like. Maps from the Wilderlands with a few cultural elements taken from there, the Circle of Eight from Greyhawk incorporated into the city of mages in the setting, deities form a few different settings in the pantheon, elements from Frog God games Borderlands Provinces incorporated in to inform the politics and religions of a nearby island chain, elements from Kobold Press' Heroes of Midgard (geomancy, ley line magic, runes, races etc.) incorporated, and an era in my ancient history called the Great Migration that included emigrants coming from other planes, other Primes/campaign settings/universes, etc. has played up the idea of using a multiversal sandbox as our playground giving the players (and me the DM) lots of options and "permission" to use whatever I want and ignore what I don't like about it in my sandbox without having to deal with the "yeah but that's not how it is in..." crowd who sometimes appear at tables. And for new folk, it's permission to say "you want to run something in the Forgotten Realms but are intimidated because there so much to learn and you're afraid to get it wrong? Don't worry, just do it, and if something is different, well that's just the way the Realms are in your corner of the multiverse..." again something that some veteran gamers already do, but there are also the type of veteran gamers who are looking to pounce on any mistake and point out how the setting actually is if say you got a piece of lore wrong or mixed up geography, and this is just a big FU to that kind of gatekeeping in gaming. So yes, it's marketing and there has always been a presence of the idea of multiverse in D&D, but now it's an emphasis and being used to bring in and inspire this new wave of players and DMS coming in and to let them know its your sandbox go play with it. -M
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Post by Deleted on May 18, 2022 17:29:15 GMT -5
Sliding the conversation about Pathfinder 1E and D&D 5E over here. I don't know anything about Pathfinder 2E (the thing they swore they would never do when promoting the release of the first Pathfinder rules), as I've never played it, never read it, never even glanced at it. I have played and run Pathfinder 1E, as we had a gaming group that had members who were adamant about never even trying D&D 4E, so we played Pathfinder instead. That group eventually disbursed. When we started a new group with some of he same people a couple of years later (minus the stubborn one), we alternated between 5E and Pathfinder 1E, I ran 5E, one of the guys ran Pathfinder, the group as a whole eventually wanted to go 5E exclusively.
If you've never played 5E, the biggest mechanical difference is the handling of the variables in combat and other situation that require a dice roll check.
In combat in Pathfinder you have the following modifiers that apply in every situation Base Attack Bonus, which varies by class and level and ability modifier (which can range from -5 to +infinity as there is no cap as to how high an ability score can go, but usually tops off at around +5). Then you have all the situational bonuses and penalties that can change each round or each attack within a round if your character is capable of multiple attacks including but not limited to weapon quality, magical weapons, feats, spells in effect, terrain, visibility, type of creature being attacked, and other various sundry factors and those modifiers can usually range form -5 to +10 depending. You also have to adjudicate whether the effects stacks (i.e. both apply and are added together) or not (i.e. only one can be used so you have the determine which one applies and which one doesn't) and that has to be done for each modifier in play because of the various factors.
If its not combat, the following modifiers apply in some but not all situations-skill ranks (which can vary and caps on how many ranks you can have vary based on whether you are proficient in the skill or not) and ability modifiers. Then you have situational modifiers again varying based on feats, magic items in play, spells in effect, and a host of other factors based on what type of check it is-is it sight based perception? Then light and terrain impose factors? Is it a social interaction check then you need to determine initial attitude, reputations, etc.
Each and every roll in the game requires you to determine the various factors in play before you can determine the modifiers that affect that role and those factors can change for every roll. Character sheets and DM screens need to be equivalent of spread sheets to track all the possibilities for each roll.
In D&D 5E the following factors apply for every roll (attacks, saving throws and ability checks-skill checks are ability checks with a specific focus or application), combat or non-combat-the character's proficiency bonus (which is the same for all classes and goes up based on the tier of play (it starts at +2, goes to +3 a t tier II i.e. level 5, +3 at tier III i.e. level 10, and +4 at tier IV i.e. level 15) and their ability score modifiers (which range from -4 to +5 as ability scores are topped at 20 unless some major (almost artifact level) mojo is in play. So all you need to determine is if the roll is something your character is proficient in (weapon, skill, tool) or not. If it is add proficiency modifier and ability modifier. If not, add just ability modifier. The only floating modifiers in play are magic weapons (which if you have one applies to every attack roll so just add it to your standard mods you use for that weapon and apply every role) or certain spells (Bless for example allows players to roll an additional 1d4 and add it to the rolls) or class abilities like Bardic Inspiration (again you get to roll a die and add it to the roll).
What replaces all those other floating mods that vary by situation is the advantage/disadvantage mechanic. If there are factors that would benefit the character (flanking, high ground, being helped by someone else when climbing, etc. etc.) the player has advantage on the roll, and as such they roll the d20 twice instead of once, and use the better roll.
If factors would hinder the character (terrain, poor visibility, or whatever), the player would roll with disadvantage, i.e. roll the d20 twice and use the lower of the two rolls.
If there are factors that would both benefit and hinder, advantage and disadvantage cancel each other out, and it would just be straight roll with the standard modifiers. This mechanic applies to all rolls-attacks, ability checks and saving throws.
For me, it allows me as DM to factor in all those variable that affect the situation and have them have a mechanical impact without bogging the actual play down trying to calculate modifiers for each and every factor. Things are in your favor-roll with advantage. Things aren't in your favor, roll with disadvantage. No factors either way or factors going both ways, make a straight roll. If it's a non-combat role, I can also alter the target number (i.e. the DC needed to succeed) based on factors-trying to climb that wall without a rope it's DC 15, climbing it with a rope, DC 10, with a rope and someone above it helping lift you up, DC 10 with advantage on the check. It's raining, the masonry is old and crumbling, and no rope, DC 20. It's raining, masonry is old, no rope and goblins are tying to pull you down as you climb, DC 20 with disadvantage.
I find its still flexible, still allows factors to impact mechanics providing verisimilitude, but eliminates the need to spend time calculating everything each roll that I find bogs down play and often sends DMs or players running tot he rule books to check things up which then grinds the game to a screeching halt every time it happens (and it can happen several times in the same round).
You can add to the mechanics of 5E as well-feats are optional-but they often provide specific modifiers to existing things which always apply (i.e. they give proficiency to weapons, skills or tools that then allow you to apply your proficiency bonus when doing those things, or they bump up an ability score-to a max of 20-so you would get a better ability mod that would apply to all checks with that ability score) or they provide advantage in certain situations. They are optional however, so if you don't want that layer of complexity, you don't have to have it. We choose to use them.
5E also treats PCs and monsters (including NPCs) differently. You don't have to have class levels in everything as a monster to be able to do things. You don't have to stat out irrelevant skills. Monsters also have a Proficiency bonus and ability score base but without things like feats and skill ranks, it's much easier to design and use monsters, and there is a cognizance that the lifespan of a monster is measured in rounds not levels as player characters are, so their special abilities are designed with that in mind (something the revisions in the new Monsters of the Multiverse has taken to a higher level with tie monster revisions).
But the 5Edesing is modular. It has that core mechanic, but you can add levels of complexity with optional rules as you choose, but it doesn't fall apart if you don't use them (as Pathfinder does if you try to strip levels of complexity from it).
But as with all things, play what you like.
-M
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Post by wildfire2099 on May 18, 2022 20:21:32 GMT -5
I don't have any issue with Pathfinder's mods... the character sheet has it all laid out ahead of time, so if it's a acrobatics check, you roll +x/ Yes ,some skills have weird situational things to them, but we generally either ignore them if they're once in a campaign or have them written down if it's important. I have no idea what 2nd edition pathfinder is like, but Starfinder (Which is the space version that came out in between), simplifies alot of things, so I suspect 2nd edition incorporates that. ADvantage/disadvantage sounds rather extreme...something like Flanking shouldn't be THAT good or bad. It also sounds like (at least with my group) that would lead to alot of rules lawyering. I guess the moral is I can see you clearly like 5th Ed better, and now that you've explained the differences to me(Thanks for that!) , I'm glad my group plays Pathfinder/Starfinder I don't find our DM typically bothers with skills for monsters and NPCs unless the skills might be needed.. that would be a waste of time. That said, it definitely feels like higher level combat bogs down (we're at level 13 rn)
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Post by Deleted on May 19, 2022 0:57:51 GMT -5
I don't have any issue with Pathfinder's mods... the character sheet has it all laid out ahead of time, so if it's a acrobatics check, you roll +x/ Yes ,some skills have weird situational things to them, but we generally either ignore them if they're once in a campaign or have them written down if it's important. I have no idea what 2nd edition pathfinder is like, but Starfinder (Which is the space version that came out in between), simplifies alot of things, so I suspect 2nd edition incorporates that. ADvantage/disadvantage sounds rather extreme...something like Flanking shouldn't be THAT good or bad. It also sounds like (at least with my group) that would lead to alot of rules lawyering. I guess the moral is I can see you clearly like 5th Ed better, and now that you've explained the differences to me(Thanks for that!) , I'm glad my group plays Pathfinder/Starfinder I don't find our DM typically bothers with skills for monsters and NPCs unless the skills might be needed.. that would be a waste of time. That said, it definitely feels like higher level combat bogs down (we're at level 13 rn) I think I dislike high level play in most D&D systems. I think the power creep and mechanics eventually strip away the core elements of what makes D&D feel like D&D. Oddly, I think high level play in 4E felt the least different from play at lower and mid-levels of all the D&D editions I have played. And at our table rules lawyering is not allowed. If there is a rule question that cannot be answered quickly (i.e. in less than 3 minutes) we make a spot decision and keep the game flowing. The decision may not always be right, but it tries to be fair based on the core mechanics of the game. After the session we will look things up and make any adjustments we need to moving forward, but nothing is retroactively changed. We're not at the table to argue rules, we are there to play D&D and create the collaborative story the characters are experiencing each session. If there's an issue, Rule 0 trumps everything. And that's a discussion we have and agree to before the game starts as part of our Zero session/character creation session so everyone knows ahead of time and is on board with it. It's hard enough to get a group of adults with other commitments together at the table on a regular basis, so wasting the time we do have together arguing rules minutiae is not something I am not willing to do. The rules are guidelines, not commandments set in stone, and they will be used and/or adapted as the particular game at that table needs them to be. No two tables play the game the same way, and the idea that the rules are sacrosanct and immutable and can be lawyered is to me a complete and utter waste of time and effort for a fallacy. (the fact that 3.x and Pathfinder design essentially promotes the idea that there is a rule for everything is another aspect of its design I dislike; no one, and I mean absolutely no one with anything short of an eidetic memory, could possibly know every rule in the 3.x/Pathfinder design core rules nevermind all the supplements and expansions, let alone be able to apply them consistently with all the vagaries of gameplay that happen at the table, and that only leads to breakdown of play and things like rules lawyering (and power gaming and min/maxing, and shaming players who don't build according to best practices for optimization and..)). 3.5/Pathfinder is also the only game I actually had a player ask if he could not level up when the party had enough XP because it took too long to do for him and he didn't want to spend time parsing out skills ranks and changing all the numbers on his character sheet. It just wasn't fun and not worth his time/effort for him. This was someone who had been playing rpgs since the mid-70s (Call of Cthulhu was his rpg of choice, but he had been playing D&D since before AD&D was released. Sure it's all on the character sheet, but how long does it take to set up the character sheet and how many pages is that character sheet? And where do you track all the effects of terrain, spells, feats, etc. that change every combat or every round at times? And can you play it without a grid and miniatures if you need or want to? But again, those are my hang ups others might not share. Stats show that all Pathfinder 2E has done is divide the player base like 4th ed/Pathfinder divide did. Sales are down for Pathfinder and usage stats on virtual tabletops don't even have Pathfinder 2E in the top 5 games played (even Pathfinder 1E rated higher in those stats on most virtual tabletop environments during the pandemic years), and if you go by virtual tabletop usage by groups (i.e. number of groups using a given system of the platform) something like 70% of the market belongs to D&D 5E and it more than triples any other system being used in those apps. Paizo has also announced it is beginning to adapt its adventure paths to 5E and will begin producing 5E products, Pathfinder dominated the RPG market during the 4E era, it was the #1 selling ttrpg for those years, but it has been losing market share since. That drastic loss is what triggered 2E but all that did was trigger more lost sales for Paizo as a large chunk of its remaining customer base did not adopt the new edition and are no longer buying new product from Paizo. There's still a good chunk of people playing Pathfinder 1E, but I think over time, as less and less material is out there to support it and it becomes harder to find people to fill out tables, it will fall into a niche like older editions of D&D, with a small but loyal group still playing it but no longer a real force in the landscape of the current market for games. I've played every edition of D&D from white box through the current 5E. I'd happily go back and play or run any of them with the right group except 3E/3.5 (and its Pathfinder offshoot). There are only 4 #e era products I have hung on to and still use-Heroes of Battle, Heroes of Horror, Red Hand of Doom, and the Book of Vile Darkness. If I had the Book of Challenges I might still use it too, but it's not one I ever owned. There are a lot of things in those books that are still useful in my games-none of them have anything to do with the mechanics of 3.x D&D though. I had to run 3.x rules as written when I was playtesting stuff I was writing for publishers. I had to dot every I and cross every T when it came to designing NPCs and monsters, whether that was the shopkeeper in the town or a goblin shaman who had to have levels in a spellcasting class to get access to spells. The prep time to play ratio for me as a DM for those sessions was horrendous. An NPC who was going to have 3 minutes of actual play time and never enter combat would take 60-90 minutes to actually design and write up by the rules as written. I get not every group is going to jump through those hoops, but the hoops are a part of the game and they are there because of what I consider some truly misguided design assumptions that were at the foundation of the system (i.e. to be fair and fun everything in the game- PCs, NPCs, monsters, traps, etc. have to be designed and built the same way with the same core mechanic and the same level of detail whether their lifespan in play is 3 rounds or 3 years. I love the d20 + mod vs target number core mechanic. That was simple and brilliant. It was everything else they stuck on to that that bogged things down and hampered the ability to customize style of play at the table. But again, everyone's style and preferences are different, and not everyone had to deal with the extra burden of designing according to the specs of the game for publication. I'm not into edition wars. I think folks should play what they like. I just have some definitive reasons on why I dislike the 3.X/Pathfinder iteration of the World's Greatest Role-Playing Game. If you're having fun playing a system, go for it. For me, 3.X/Pathfinder just saps a lot of what I find fun in the game from it and accentuates the aspects of the game I don't find fun. My preferences are mine, and I am lucky I have found a large regular group that mostly shares them. -M
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Post by wildfire2099 on May 19, 2022 6:12:15 GMT -5
Maybe there are details we don't use or something.. the character sheet is just one page... and it takes maybe 15 minutes to level up? It's funny how that stuff goes... My group would never play 4e.. they have great hatred for it. We do simplify alot of bookkeeping.. no xp (the DM just decides when every levels up), and we don't do much with basic inventories (worrying about food and things).. none of them like do worry about them. I WISH they'd all agree to something like your rule, that sounds wonderful... my friends get caught up in being 'correct' and definitely look stuff up a couple times a session. Honestly, I'm tying to get my group to promise to try the Usagi game if I buy it
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Post by Deleted on May 19, 2022 10:25:29 GMT -5
Maybe there are details we don't use or something.. the character sheet is just one page... and it takes maybe 15 minutes to level up? It's funny how that stuff goes... My group would never play 4e.. they have great hatred for it. We do simplify alot of bookkeeping.. no xp (the DM just decides when every levels up), and we don't do much with basic inventories (worrying about food and things).. none of them like do worry about them. I WISH they'd all agree to something like your rule, that sounds wonderful... my friends get caught up in being 'correct' and definitely look stuff up a couple times a session. Honestly, I'm tying to get my group to promise to try the Usagi game if I buy it 4E is an incredibly well-designed game. I have stolen elements of it (minions, skill challenges) to graft onto my 5E game. However, it did miss the mark in capturing the D&D feel. If it had been branded as something other than D&D I think there would be a lot more acceptance and less hatred of it. It's a great ttrpg, just not a good D&D iteration. -M
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Post by Deleted on May 19, 2022 11:28:06 GMT -5
I WISH they'd all agree to something like your rule, that sounds wonderful... my friends get caught up in being 'correct' and definitely look stuff up a couple times a session. Honestly, I'm tying to get my group to promise to try the Usagi game if I buy it For me it's quite simple. It's a game. A game is meant to be fun for everyone at the table (including the DM). DMs do a lot of work to try to make the game fun for the players, the least they can do is respect the DM's decisions at the table. If you are going to play in a way that make sit unfun for someone at the table, you can find a different table, or if everyone else wants to play that way except me, they can find a different DM. Life's too short and I'd rather not play D&D than have to suffer through a bad game of D&D. Bad sessions can happen to anyone. Bad tables are decision on play style by the group. Not every table is right for every player, and not every player is right for every table. If the game stops being fun because of the way some people play it, something has to change. -M
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Post by Deleted on May 20, 2022 14:07:03 GMT -5
If anyone is interested the Die RPG, developed by Kieron Gillen based on the game in the comic he wrote published by Image and which playtest versions were available for free, is now complete and up on Kickstarter. It's a good game, just not one I will ever run so I am not backing it, but if folks are interested, you should check it out.
-M
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Post by Deleted on May 28, 2022 22:59:52 GMT -5
With it being a holiday weekend, our normal D&D game wasn't happening, so we ran a high level (19th) one shot for those who were available. It was called In the Shadow of the Wyrm and featured a bunch of advanturers trying to track down an ancient red great wyrm (dragon) that had gained the ability to traverse the multiverse in his service to Tiamat and was gathering power to achieve his own apotheosis and prevent him form achieving godhood. Many had their own vengeful reasons for wanting to track down Rassilar the Red as well. The party consisted of 5 characters: Anasari, a human bard whose husband had originally banished Rassilar from their world which had shunted him to hell where he entered the service of Tiamat and began his depredations of several worlds throughout the multiverse. That husband had tried to stop the dragon out of guilt and been killed and his corpse delivered to Anasari, which had set her on this quest and led her to gather this band of misfit heroes together. They are from my current homebrew world Terra. Farrier; a tiefling rogue who was the third member of the throuple with Anasari and her husband, who had been by Anasari's side throughout her quest Valkar the Redeemer-a half drow paladin with an oath of redemption, who had fallen in love with a wizardress devoted to Tiamat and tried to redeem her. The wizardress had claimed to forsake Tiamat because of her love for Valkar, only to betray him and open the gate for Rassilar to come to their world where he destroyed Makari, the city-state Valkar was protector of. He sought vengeance on Rassilar and still holds out hope of finding the good in his lover and redeeming her, and joined Anasari's band. He originated from my previous homebrew world, Ulibale (which is where Makari was located) Palaquin, a vadalkin cleric form the world of Ravnica (the world of Magic: The Gathering), who learned of the threat Rassilar posed to his home, Ravnica, and sold his soul to Asmodeus to prevent Rassilar from reaching Ravnica. He now regrets the loss of his soul, but knows he cannot reclaim his soul from Asmodeus until the threat of Rassilar is ended. To that end, he sought out and joined Anasari's band. Kalak, a goblin from Krynn (the world of Dragonlance) and the first of his kind to be allowed to take (and pass) the tests to enter the Towers of High Sorcery. Taking the red robes, he became devoted to his art and became a powerful wizard, that is until Rassilar came to Krynn in the service of the Dark Queen and devastated the Tower of High Sorcery where Kalak toiled as well as destroying the homelands of his people. Kalak had joined Anasari's band when they came to Krynn aboard a Starjammer vessel to recover one of the Infamous Dragon Orbs of Krynn to use against Rassilar, but Rassilar managed to destroy their vessel before they could effectively leave Krynn. A spell of recall returned them to Anasari's world which is where this one shot begins. They've found a way to transport themselves back to Krynn and overcome the wards Rassilar has set to prevent anyone form travelling to Krynn to oppose him or to locate his lair. Kalak, however knows where the lair is but lacked the means to overcome the wards, until he and Anasari found an ally on Terra among the wizards of the Obsidian Citadel. However, Tiamat's agents protect the paths to Krynn, and when the party attempts to use the Dream of the Blue Veil to pass over to Krynn, they are hijacked to a temple to Tiamat on the first layer of Hell. The Temple of Tiamat... the adversaries who guard the temple and the ways to Krynn, a red abishai and a pair of horned devils It was a pretty fun combat, but during it, the paladin found himself flanked by a pair of fiends... though he managed to survive and the party was victorious. Around the neck of the abishai was a large key with a dragon head on it, which they recovered before the Blue Veil took effect and transported them to Krynn as intended. They use Find the Path to make their way to Rassilar's lair in an active volcano and solve a couple of riddles and puzzles ot open the gates needed to rach the lair. But before they can get to Rassialr, they must overcome the guardians of the lair in the caldera of the volcano... The wizardess who had betrayed the Paladin guarded the way with her new lover a knightly champion of Tiamat. Unknown to all, the true guardian resided in the giant gem, a dragonshard-the ghostly remains of the spirt of an ancient gem dragon (in this it was played by a huge fire elemental mini since I didn't have any huge ghostly dragon minis the wizardress got knocked into the lava and burned up and the giant gem was shattered by the bard driving off the dragonshard, so the party was victorious and moved down the stairwell to Rassilar's lair deep in the heart of the volcano.... here's Rassilar in his lair... and here's the mini for Farrier for scale... Rassilar's ugly mug and the paladin continued his streak of being in the wrong place at the wrong time, getting snatched up by the dragon... the party emerged victorious as the dice gods were with them-the paladin had a dragonslayer sword and critted with it 6 or 7 times and the rogue critted 4 more times each time having 10d6 sneak attack damage doubled, so chewed through the dragon's hp, while I couldn't get the dice to roll what I needed for his dragonbreath to recharge. The party had a lot of healing available, which kept them alive, along with a number of death ward spells that allowed some of them to have 1 hp instead of dying when they reached 0 (the paladin would have been dead without this, and most of the party wouldn't have survived if the dragon had been able to use his breath again, but as I said, the dice gods favored the bold party and they emerged victorious). This was my first time running a very high level game with D&D 5E. It's fun, but combat takes a while and there's a lot of dice to roll (in the first round of the dragon fight, the hasted paladin scored 3 crits, rolling all damage dice twice which meant Mrs. MRP ended up rolling somewhere near 70 dice overall on that turned, followed by the dragon using his breath weapon for 12d12 damage, followed by the rogue critting and having 10d6 sneak attack damage, meaning 20d6 got rolled, and then some. Each round of combat at that level was averaging 20-25 minutes, and the first 2 combats ran 5-6 rounds, while the climatic combat ran 8 or 9 (can't remember as I lost track of my tallying during it). It was still fun because the players were into it, though it could drag a little while players took a while to execute their turn or took a bit to weigh options as to what to do as circumstances changed each player's turn. I am not sure I would want to run high level 5E on a regular basis, but it was fun as a one-shot. We started about 2:30 and wrapped up a little before 10, longer than out normal 4-5 hour session, and a little longer than planned, but we stopped for a meal (Mrs MRP had made a ham so we all had sandwiches, and the other players had brought sides and desserts as a potluck) and a dessert break, so that accounted for some of the extra time. Still a fun way to spend a Saturday with friends. -M
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Post by Deleted on Jun 2, 2022 21:35:12 GMT -5
I found out today our local library system is going to be running TTRPG programs for adults (no one under 18 or still in high school) on Saturdays from 11-3. It is a registration only program (but registration is free). It is being run by a research assistant from one of the local universities. My curiosity has the best of me, so I registered for the first event, this coming Saturday, to see what it's like or will be about. Be interesting to see if its all familiar faces I've known from the gaming community that has existed since before I moved here that were introduced to me by my wife, or if there is some new blood. I am not holding out much hope for finding candidates to invite to our regular game, but I am curious to see what it will be like.
-M
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Post by Deleted on Jun 2, 2022 21:45:43 GMT -5
I found out today our local library system is going to be running TTRPG programs for adults (no one under 18 or still in high school) on Saturdays from 11-3. It is a registration only program (but registration is free). It is being run by a research assistant from one of the local universities. My curiosity has the best of me, so I registered for the first event, this coming Saturday, to see what it's like or will be about. Be interesting to see if its all familiar faces I've known from the gaming community that has existed since before I moved here that were introduced to me by my wife, or if there is some new blood. I am not holding out much hope for finding candidates to invite to our regular game, but I am curious to see what it will be like. -M We actually just had a TTRPG program start recently at our local library, but it's kind of the opposite where 17 is the age cap. Registration based as well, and likewise free. My daughter has been going, they're playing 5e, she seems to be having a good time (she's studied a lot of old gaming books I've lent/given her, but first time playing with a youth group). Hope your event goes well!
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Post by Deleted on Jun 3, 2022 0:44:02 GMT -5
I found out today our local library system is going to be running TTRPG programs for adults (no one under 18 or still in high school) on Saturdays from 11-3. It is a registration only program (but registration is free). It is being run by a research assistant from one of the local universities. My curiosity has the best of me, so I registered for the first event, this coming Saturday, to see what it's like or will be about. Be interesting to see if its all familiar faces I've known from the gaming community that has existed since before I moved here that were introduced to me by my wife, or if there is some new blood. I am not holding out much hope for finding candidates to invite to our regular game, but I am curious to see what it will be like. -M We actually just had a TTRPG program start recently at our local library, but it's kind of the opposite where 17 is the age cap. Registration based as well, and likewise free. My daughter has been going, they're playing 5e, she seems to be having a good time (she's studied a lot of old gaming books I've lent/given her, but first time playing with a youth group). Hope your event goes well! they have a youth ttrpg as well, but this is one specifically for adults. I am glad they have both, and I am glad they are not trying to mix the to groups at the same tables. -M
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