Dungeons and Dragons Megathread

Ancient 1st edition AD&D players, if there are any? I know I can be a dinosaur here.

When Unearthed Arcana came out, elves were allowed to be rangers. They were not in the original Players Handbook.
Has anyone seen where you could not be a dual classed Ranger-Magic User?

Only specific combinations were allowed to be Multiclass (had to be Non human and the only combination involving rangers was IIRC Half elven Cleric/Ranger). Dual class could be Ranger/MU but Dual classing required being Human.

IIRC the only type of Elf in UA that could be a Ranger was Drow, who had no multiclass options.
 
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Only specific combinations were allowed to be Multiclass (had to be Non human and the only combination involving rangers was IIRC Half elven Cleric/Ranger). Dual class could be Ranger/MU but Dual classing required being Human.

IIRC the only type of Elf in UA that could be a Ranger was Drow, who had no multiclass options.

I meant Multi-Classed
I am looking at a PDF of Unearthed Arcana for first edition and under ranger, all elves are a "Yes" except Wild Elves.
Page 7 of first edition Unearthed Arcana towards the bottom of the page
The 1985 version of Unearthed Arcana for reference. Make sure you are not looking at second edition.
 
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I meant Multi-Classed
I am looking at a PDF of Unearthed Arcana for first edition and under ranger, all elves are a "Yes" except Wild Elves.
Page 7 of first edition Unearthed Arcana towards the bottom of the page
The 1985 version of Unearthed Arcana for reference. Make sure you are not looking at second edition.
K, so I actually have that book and the issue you have is that it doesn't say that these rules alter the standard ones regarding what the multiclass options for the any given race are, and in fact references that they still apply when it says that nonhumans can exceed their max level if they are single classed in a class that is one of their multiclass options s
 
How common should magical equipment be in 5e, especially for a 6th level character?
It depends.

IF people are engaging in the combat but are pulling out or getting bored, then a use case is to give them magical equipment to expand their decision making ability (EG: An immovable stick, the never straight rope, etc). As long as the item is not directly comparable to their pre-existing option it can help.

But for baseline you should start giving rewards that meaningfully start letting them hit harder at a minimum. Since having a swingy difficulty feels better in that it gives the illusion of progression.
 
How common should magical equipment be in 5e, especially for a 6th level character?
Go back to when they actually knew what they were doing and extrapolate the items from 3e. That was the last edition to understand that magic items are an intrinsic part of the game. You should find your party's first "+1 weapon" at level one in the first adventure you go on.
 
Go back to when they actually knew what they were doing and extrapolate the items from 3e. That was the last edition to understand that magic items are an intrinsic part of the game. You should find your party's first "+1 weapon" at level one in the first adventure you go on.
Even if you are discounting Pathfinder - where both editions understand that quite well - D&D 4E had straight-forward rules for magic items too:
3 uncommon items each for level +1, your level, and level -1, gold for common items equal to level -1, and after level 1 mundane items are considered "free".
That gives you at least 9 magic items and a bunch of gold (which you can spend on further magic items, notably consumables), and scales perfectly well with level.
 
[5e]
Currently we're doing a fan module about Stone Giants our DM reworked from an older edition.

I kinda have to relay this incredibly funny thing that happened at the start of our session.
For context we've bought an Elephant.
So we get into the surface entry corridor and a Magic Mouth speaks a Riddle at us.
While the rest of the party is rolling really low on Insight checks (Including my guy who was raised by Stone Giants as his Background and should really know more of this stuff) to figure out what we need to do the elephant rolls a Nat 20, stomps up to the Magic Mouth and deactivates it.
OOC we spent a solid 5 minutes laughing at the incogruity of the situation.
Also I got a Sentient Vorpal Longsword, I am not going to use it as a Vorpal Longsword mostly because it'll try to kill our Wizard (Also I'm a Monk), but I am gonna use the telepathic link I've got to it for extra Initiative/Int/Wis/Cha rolls.
 
Need help with Pathfinder Kingmaker Table Top. I am currently going through the kingdom rules with my Players in their first Kingdom turn and it sucks, even with the fixes. Is there an alternative faster way?
 
There was a remaster of the kingdom rules here, it's supposed to be more about making them easy to use and fun than fast but it could be useful.

Domains is supposed to be simplified and streamlined, but it looks to be dependent on the browser app.

This is another redo/streamline, with feedback from the people who worked on the first.

I can't speak to how any of them play, but they seem to be the available options form the community.
 
Need help with Pathfinder Kingmaker Table Top. I am currently going through the kingdom rules with my Players in their first Kingdom turn and it sucks, even with the fixes. Is there an alternative faster way?
I haven't run Kingmaker, but from what I hear, the kingdom rules for Kingmaker are kind of notoriously a mess. There is a popular homebrew that tries to make the rules more functional, but honestly, if I was running Kingmaker I'd probably handwave all that shit. The point of letting players run a nation should be letting them make decisions that have consequences, not rolling a shitload of dice.
 
I have run kingmaker and yeah, they're not great. They can work alright for like the first in game year while the players are getting used to the system, but don't really have enough depth to maintain challenge or interest in the long run and become slogs when you're trying to do years on end one month at a time. I don't know if the revised rules fixed that, but I'd doubt it without large enough rewrites to barely qualify as a revision.

My general advice is just run it as like, a lite CK3 quest. Have each of the players pick a council seat, and then pick a project to work on each time skip and resolve it with a few rolls at most. Prompt the players for creativity but have a backup idea for each role if they really can't come up with anything. Mostly handwave the actual size and development of the kingdom and use the tables in the rules as just a source of background events.

Alternately, I've heard good things about Reign, though not had a chance to look through it myself.
 
I haven't run Kingmaker, but from what I hear, the kingdom rules for Kingmaker are kind of notoriously a mess. There is a popular homebrew that tries to make the rules more functional, but honestly, if I was running Kingmaker I'd probably handwave all that shit. The point of letting players run a nation should be letting them make decisions that have consequences, not rolling a shitload of dice.
The fact that they remade it for 2e but didn't manage to playtest the kingdom rules is amazing when the 1e kingdom rules were poorly received as well.
 
The fact that they remade it for 2e but didn't manage to playtest the kingdom rules is amazing when the 1e kingdom rules were poorly received as well.
IIRC the Kingmaker remake was done by a single person without a ton of time.

These sorts of complicated subsystems just don't have a great track record in general. The caravan combat rules from Jade Regent were also largely unplayable and I wound up completely ignoring them when I ran that AP.
 
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