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#13334 - deroderpderp
Reply 0 123456789123345869
(10 hours ago) [-]
>bring up 'Nids to a friend who's into 40K
>Make a joke about having a 'Nid character in a campaign
>Dickhead in the group says 'maybe if we were doing a god or mary sue campaign'
>He knows nothing about 40K.
This stemed from the fact that I have one character who transcended to godhood, that wasn't even in a game. He was a character in a small project of mine. Whenever I bring up a character he goes 'I keep forgetting all of your characters are flawless gods.'
Its so fucking annoying and I'm sick of it.
User avatar #13332 - ganjalf
Reply 0 123456789123345869
(22 hours ago) [-]
Tabletop I need your help.

My group is doing an evil campaign. They have reached a broken bridge, found a nearby village, whose main activites revolve around woodworking and hunting, and since both parties need the bridge up, they are now collaborating.
I made it so that the woods around the village are infested with kobolds and small (young) orcs.

What I'm gonna have them do is protect 5 lumbermen from incoming waves of enemies (at least 20 rounds for chopping down the trees, and other 20 to build the bridge)
They should be able to handle it, the problem is that after this they plan to massacre the entire village, (300 people, of which roughly only 50 combat ready) because they are omg so evil.

So now I have a problem, how do I, as the DM, handle this?
Do I make them fight, put them on a grid, roll initiative fight the guards and chase the civilians?
Do I really make them roll to hit 300 people? or do you know how to make this easier?
User avatar #13333 to #13332 - pewtersprite
Reply 0 123456789123345869
(18 hours ago) [-]
There are several ways to handle this, and which one would, I guess, depend a bit on the power level of the characters relative to the people they're going to fight.

If the player characters are relatively weak still (level 1-5 maybe), then they're probably going to get their arses handed to them, since 50 battle-ready folks will inevitably manage to wear them down in a fair fight. If they resort to guerilla tactics I guess it's another beast entirely, and you'll have to improvise.
The method I'd use in this case would be to have them fight the enemies in a straightforward by-the-book fashion, in which case they'll almost definitely be overwhelmed and either forced to flee, killed or captured.

If the players on the other hand are quite powerful (lvl 6+ or somesuch), then they'll probably quite clearly be able to mow down loads of enemies at once with ease. In this case I'd either recommend letting them fight a wave or two of NPCs before their morale is broken. Seeing a handful of people scything down your friends and family like a hot knife through butter has a tendency to make you not want to fight those guys.

In any case if the townsfolk and militia are relatively weak and you end up having many of them on the board at once, consider using an optional rule (don't remember if it's in the DMG or PHB) that allows melee characters to "cleave" with every strike against numerous relatively weak opponents.
This optional rule basically states that the players can divide their damage amongst any number of enemies in reach with their attacks, as to shorten what would otherwise be a very long and uninteresting fight.

If you deem the NPCs to be no threat to the party whatsoever I recommend just stating that they mow them down without a problem, maybe with some intermissions in which you describe the horrible acts they inflict. Maybe you'd like to zoom in on how the ranger loosed an arrow that buried itself into the back of a fleeing woman, causing her to topple over and squash her newborn child as she faceplanted, screaming in agony and terror, or maybe you want to describe the heroic farmer's son who, despite his wounds, bravely stood his ground, allowing his little brother to escape.

Realistically, the party should be able to kill only a small portion of the people unless they completely surround all 300 people or have some serious skills in placing AoE spells. The majority would witness their fellows being massacred, then turn tail and flee.

A rather disjointed set of suggestions, but I sorta wrote them down as I thought them out :d
User avatar #13335 to #13333 - ganjalf
Reply 0 123456789123345869
(6 hours ago) [-]
Thank you, this will surely be of help.

The party is in fact low level (A whopping 2) (yeah, I know)
The guards I have created are not a big threat by numbers, but I guess 50 plus of these will still be a big menace.

I should mention that the whole village is surrounded by a palisade, with only one gate.
The whole town is surrounded by a forest, which, if the players have just completed the whole "defending the lumbermen while they work" mission, I could consider as barely dangerous, so I could let some civilians escape there.

It will depend on how the guys decide to go about it, but it's very probable they will either be defeated,or people will manage to run away.

Either way it won't be positive for them.
#13327 - guitarassassin
Reply +1 123456789123345869
(10/21/2016) [-]
So, I recently got into Magic: The Gathering, and my friends that got me into it and I have been kicking around ideas for decks. I came up with an idea while searching for cards to improve my Black/White deck. I was thinking of making a Cleric/Angel or just a straight angel deck deck. What would be a good way to go about this?
User avatar #13331 to #13327 - drldrl
Reply 0 123456789123345869
(10/22/2016) [-]
Angels doesn't have enough low cost creatures so making a deck with just them won't work.
A Boros Angel/Ally deck would probably do pretty well. Angel of Invention, Angelic Champion, and Subjugator Angel would be where to start. If you feel like spending the money on it, Archangel Avacyn would do well.
User avatar #13328 to #13327 - pewtersprite
Reply 0 123456789123345869
(10/21/2016) [-]
Searching for already existing decks and taking inspiration from those is the logical first step. Look at what synergies, combinations and whatnot already exist and see if you find any themes you like.

Alternatively, search through a database for angel/cleric-type cards and handpick the ones you think are nice!
I dunno how angels synergize with clerics, but I know they're a blast combined with "humans" in general in the Innistrad block, lots of interaction between the two creature types there. As for the B/W theme, there's bound to be a few interesting combinations there.

THE site for finding cards, anything from individual ones to entire categories:

Great site for building decks, complete with a feature for drawing starter hands and some other goodies. I also use this one to look at decks created by other players, sometimes there's some truly genious stuff on the front page:
User avatar #13326 - feelythefeel
Reply +2 123456789123345869
(10/20/2016) [-]
I really like when the DM takes time into consideration, and occasionally punishes the players for fucking around too much. Otherwise it starts to become like Skyrim or some shit.

"Oh god, a world-eating dragon is awakening an evil, draconic army! You are the only living person who can stop him, hero!"

Yeah sure, just let me fill my house with gems and potions first.

"Okay, I can wait"
User avatar #13322 - DerpScout
Reply 0 123456789123345869
(10/17/2016) [-]
So I've been trying to run a 5e D&D campaign for a while now but one of my key players has attendance issues so I'm looking for another person who'd be interested in joining the group, I run it over skype on saturdays, if anyone's interested hit me up.
User avatar #13324 to #13322 - necrojaxx
Reply 0 123456789123345869
(10/19/2016) [-]
I'm interested, if you're willing to give me more information about the game and scheduling.
User avatar #13325 to #13324 - DerpScout
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(10/19/2016) [-]
as said 5e D&D, looking to make it a long term thing, giving the players more freedom in what they can do so you'll have a decent mix of dungeon delving, chasing after evil villains and downtime. Planning to run on saturdays around 3pm to 6pm ish in britbong time. planning to run most of it on skype maybe roll 20 for some maps for dungeons
User avatar #13321 - JasonMyers
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(10/17/2016) [-]
One of my friends told me about a different initiative system than D&D's. It uses a weapon initiative system, so a player can be ahead or behind an enemy's turn just because of their weapon. Which game has that?
User avatar #13323 to #13321 - aejann
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(10/18/2016) [-]
I'm not sure about other editions, but 5e has a variant rule in the DMG known as "Speed Factor", which I highly recommend if you find combat too predictable or initiative order too exploitable.

How it works is that initiative is rolled every single round after you declare your intended actions for the round, and you get additional bonuses and penalties to your initiative based on the actions you take and the weapons you're using. For example, using a light weapon gives you +2 to your initiative checks, casting a spell gives you a penalty equal to the spell's level, and so on.

I really like it. There are situations where it's easy to abuse the initiative order, like when you know your cleric will heal you before the enemy gets their turn, so you charge in anyway. With Speed Factor, you don't know what the order is, but certain characters will have a better chance of going earlier than others.

The downside of Speed Factor is it slows down play. An extra set of rolls each round can make combat take a long time, especially if you have a large group. It's best to have each player keep track of their own initiative, and simply count down the initiative slots. ("Did anyone get 20 or above...? 19... 18... 17..."), but it still feels slower than normal initiative.
#13320 - classlessfaggot
Reply 0 123456789123345869
(10/17/2016) [-]
Welp. I joined a game a couple seasons in, and evidently I was "they guy" to then, because they stood me up after one session.

they were apparently newer players, and their DM wanted them to roleplay a little more, so I decided go heavy on my character, a half elf barbarian raised by orcs(we'll get to that later). They all just do the generic "let's get treasure and level up" instead of looking into the story or acting as their character, except for the rogue, I'll give him credit for stealing, but it might just be greedy player.
now, my character, Kit, was stupid, and angry. He stumbles into town, and runs headfirst into a huge half orc barb(later turns be party leader). I ask if he's a friend the tribe that raised me, he says no, he was a king. Now my character, seeing this powerful warrior, covered in monster goo, willingly believes, and declares himself the King's servant. The rest the party from here on is referred to the King's Court. The rogue, or 'sneaky one', as Kit calls him, tries to steal a potion from an apothecary. Kit notices, and stops him, saying that thievery is the way a coward. This causes trouble for the party, bring that we get kicked the shop. Later, the thief and a dwarf dmpc saying by the shop and steal a lot of potions while I'm asleep, because why not. As a reward for combat prior to the session, the king of the realm gives King(the PC) a magic great axe. At level one. And earlier the DM was getting annoyed that two barbs would make the party too buff.
ultimately, the party was low roleplay neutral evil, doing what they did solely for personal gain of power and money, be it legal or otherwise, masquerading as chaotic neutral.

If anyone wants to hear Kits backstory, just ask, and I'll post. For now, have a choice bit of conversation in character.
King: there was a dragon, but it's gone now, and took our friends with it.
Kit: where did it go?
Drow: another plane
Kit: so we will walk, and when we get to this plain, we will kill the dragon, and save your friend.
Dwarf: no, another world.
Kit: another world? There are more?
King: I mean I guess
Kit: how did it get here?
Dwarf: it came up out of the ground.
Drow: I sent it back where it came from
Kit: then let's dig, and find it!
Dwarf: I do not think you can dig
Kit: I am strong, find me a shovel.
Dwarf:... Nevermind.

Yeah, they fought an evil undead dragon their first session, and sent it to another plane, with a player attached.
User avatar #13314 - aejann
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(10/15/2016) [-]
I've been having trouble with getting my players to treat nighttime as anything other than another encounter.

They always keep watch, they always want to make Perception checks and look for danger. They expect something to try to kill them at night, regardless of their environment. If I tell them that there's nothing there, they try even harder and waste even more time trying to find the enemy that they're absolutely certain must be there, and they simply aren't rolling high enough.

Anyone else have this problem? I want there to be SOME action at night, just not every single night. Should I just tell them OOC that there won't always be something hunting them down, and they just need to chill, or will they eventually learn that they don't need to be so paranoid?
User avatar #13316 to #13314 - pewtersprite
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(10/16/2016) [-]
What Necrojaxx said.
Another way to go about it would be to just assume they always act in a paranoid manner, and just not mention it, since it doesn't help the story along to sit down and explain how you look around for danger at night for the 327th time.

To ease up on the amount of rolling you could also simply state that their general awareness and wariness is represented by their passive perception, thus eliminating the need for them to spam perception checks all the time.
Passive perception is according to the rulebook for when you're "not alert", but honestly, being alert -all the time- seems like a silly notion to me, something a sane character simply wouldn't have the energy to do.
User avatar #13315 to #13314 - necrojaxx
Reply +1 123456789123345869
(10/15/2016) [-]
Having them set keep watch isn't a bad thing and allowing one or two checks per watch shift is alright, but if they insist on doing a lot of checks or actively going around in the middle of the night and doing things then a good way to punish them is to tell them that they didn't get a good night of rest because they were up for so long/did so much and have to take a debuff of some sort. Or them them that they will have to sleep in longer to compensate for the time they spent looking around for threats that weren't there so they have less time to act during the day.
User avatar #13312 - redtheninja
Reply 0 123456789123345869
(10/15/2016) [-]
Hey guys,

I'm new-ish to D&D 5e and am DMing tomorrow for a group of friends who are also new.
I've worked out most of the stuff I need for playing, but I don't really understand how you tell if a character has Proficiency when it comes to spellcasting. It's making it difficult to work out Spell Save DC and Spell Attack Modifiers.

Any help would be greatly appreciated.
User avatar #13313 to #13312 - aejann
Reply +1 123456789123345869
(10/15/2016) [-]
Players have a Spellcasting Attack Bonus and a Spell Save DC

A Spellcasting Attack Bonus is equal to the player's relevant skill modifier (Intelligence for wizards, wisdom for clerics, etc.) PLUS their proficiency bonus. So a level 3 wizard with 16 Intelligence is going to have an Spellcasting Attack Bonus of +5, which is used for every attack roll they make with a spell.

A Spell Save DC is equal to the 8 PLUS the player's relevant skill modifier PLUS their proficiency bonus. So the same level 3 wizard with 16 Intelligence is going to have a Spell Save DC of 15. Enemies have to beat this number when they have to make a saving throw against any spell that player casts.

If a player multiclasses into spellcasters with different spellcasting abilities (which isn't recommended, but it can work), they have different attack bonuses and save DCs for each class's spells. For example, a bard/wizard would need separate attack bonuses and DCs for the bard spells using Charisma, and separate values using Intelligence for their wizard spells.

TL;DR - You should always add proficiency to Spell Save DC and Spell Attack Modifiers, but only once.
#13309 - feelythefeel
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(10/15/2016) [-]
I've been tasked with constructing a spreadsheet for an anticipated tabletop group (I guess that's what I fucking get for taking Business instead of Women's Studies or some shit). The main aspects of importance are:

-costs for ideal supplies (High-end models, new edition material, etc)
-costs for more cost-effective supplies (Cheap models, digital/outdated material, etc)

The guy I'm looking into for the GM probably has his own games and supply situation in mind, but if I'm asked for suggestions/if I end up doing it myself, I'd be most interested in DnD, Reign, Pendragon and Rogue Trader.

I suppose what I'm trying to get at is this; where do I begin putting together the figures? I can make a spreadsheet fine enough, but can anyone here offer some help getting together a shopping list of sorts and reasonable estimates for each item?

Thank you very much in advance.