Dungeons and Dragons Megathread

At least for some of the people I play with, they enjoy the challenge of building a character like a puzzle, putting together different pieces to build something they find really cool. They like the numbers and the classes and the vast array of feats (3.5/PF is generally what our group plays).

I enjoy the roleplaying a bit more, and as such I tend to almost exclusively play casters, because getting encounters over as quick as possible means more time in a session for roleplaying. *shrugs*

Why would someone want to play DnD, PF, or a d20 variant and not be powerful? This game system is pretty unforgiving to people who are un-optimized for their level.

And in regards to building characters ahead of time and crafting how their future levels would look? Most people I know IRL have an idea of what they want to do in the future, so they're going to work toward that, and so that tends to also be shown in characters they build.
It was pretty much impossible to do back in 1-2e, since you couldn't buy custom items, couldn't pick your own spells, or depend on learning them at any specific rate, and generally took what you found and built on that. It felt more organic.
 
It was pretty much impossible to do back in 1-2e, since you couldn't buy custom items, couldn't pick your own spells, or depend on learning them at any specific rate, and generally took what you found and built on that. It felt more organic.
2e was in no way difficult to make broken characters in, hell there was pretty much a book that was nothing but broken shit (Complete book of elves). There were a bunch of broken classes, specialties, kits, etc. It really wasn't much better then later editions despite in how the folks who play it insist otherwise.
 
It's really more a matter of the people in your group that the edition or game system that you're playing. When you have a group that enjoys the storytelling and the roleplaying and the hanging out and doesn't mind if there isn't much combat, then you can have a lot of fun even if your character seems outmatched by the other PCs and the enemies. If you have a group full of min-maxers that gets into a lot of combat, then being ineffectual will be frustrating and leave you feeling like a spectator instead of a player.

I started out playing my first tabletop RPG (D&D 3E about 15 years ago) just wanting to make a PC that I thought would be cool and fun. I learned to min-max because I had to, because one of the other players was an uber-munchkin rules-lawyer obsessed with optimization who only knew how to RP as a self-centered, overbearing, asshole. If you didn't know how to powergame, you would feel irrelevant until eventually you wound up dead; I went through four characters in that campaign.

As for planning out your progression, while I think it's good to be flexible and adapt to events in the campaign, there are higher-level abilities that require to get lower-level abilties before you can take them, such as feats with other feats as prerequisites. So if there's something cool that you want your character to be able to do, you might need to plan ahead.

Oh, and that jackass powergamer from my first gaming group? Got his start in 2E. There was plenty of min-maxing and powergaming in AD&D. People didn't plan out their progression in 2E only because there wasn't anything to plan: you didn't get to pick stuff like feats to customize your character and make it unique. You had a class and could modify it with a kit and that was about it. There was very little you could do to individualize your character.
 
It was pretty much impossible to do back in 1-2e, since you couldn't buy custom items, couldn't pick your own spells, or depend on learning them at any specific rate, and generally took what you found and built on that. It felt more organic.
Wait. You couldn't pick spells in 2e? How did that work for Druids or Clerics ( or whatever th e equivalent 2e classes were called). Or prestige classes like Bard?
 
Wait. You couldn't pick spells in 2e? How did that work for Druids or Clerics ( or whatever th e equivalent 2e classes were called). Or prestige classes like Bard?
Bard learned spells like the wizard did. By finding scrolls, stealing spellbooks, or begging off other casters. They cast from the wizard list, but only up to 6th. Bards were supposed to be thief/fighter/wizard hybrids. Wizards only got to pick their original level 1s. Everything else was found or stolen.

Druids and Clerics had an entirely separate spell progression, which maxed at level 7 spells and had far fewer good offensive options. (No Wish equivalent either) They were melee/buff/healing not full casting.
 
Bard learned spells like the wizard did. By finding scrolls, stealing spellbooks, or begging off other casters. They cast from the wizard list, but only up to 6th. Bards were supposed to be thief/fighter/wizard hybrids. Wizards only got to pick their original level 1s. Everything else was found or stolen.

Druids and Clerics had an entirely separate spell progression, which maxed at level 7 spells and had far fewer good offensive options. (No Wish equivalent either) They were melee/buff/healing not full casting.
Was there no mechanic for researching spells in 2e? How did mortals make spells in the first place?

I knew arcane casters had to find spells to get them, I was thinking you meant divine casters couldn't choose what to cast. I was also under the impression a bard had to have at least one level of druid, but that might be just something I heard.
 
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Was there no mechanic for researching spells in 2e? How did mortals make spells in the first place?

I knew arcane casters had to find spells to get them, I was thinking you meant divine casters couldn't choose what to cast. I was also under the impression a bard had to have at least one level of druid, but that might be just something I heard.
You could research spells. If you had a lab, a library, money, and downtime where the plot allowed you the leisure.

Was talking about 2e bards.
 
You could research spells. If you had a lab, a library, money, and downtime where the plot allowed you the leisure.

Was talking about 2e bards.
Oh, I had thought the bard/druid thing was introduced in 2e, my bad.

If you're going to be railroaded in a plot that doesn't let you choose your own spells or even have much downtime, I'd much rather play a more number crunchy game than 2e. If my class is entirely in the hands of the gm, and he for some reason doesn't give a wizard, a class that's basically about doing research, a chance to research I think there's a problem with the dm IMO.

Like I don't go through real life hoping the only knowledge and skills I gain are dropped on me by chance, I'd hate to play a character who only got better through chance.
 
Oh, I had thought the bard/druid thing was introduced in 2e, my bad.

If you're going to be railroaded in a plot that doesn't let you choose your own spells or even have much downtime, I'd much rather play a more number crunchy game than 2e. If my class is entirely in the hands of the gm, and he for some reason doesn't give a wizard, a class that's basically about doing research, a chance to research I think there's a problem with the dm IMO.

Like I don't go through real life hoping the only knowledge and skills I gain are dropped on me by chance, I'd hate to play a character who only got better through chance.
If you have a bad DM, you have a bad DM. If the plot doesn't give you time to research, a good DM will up the drop rate for scrolls. You also get to loot enemy mages for their spellbooks, and that's a great place to pick up useful spells, since they did the research for you. A one-shot adventure may not have time for research, but a longterm campaign definitely should.

Edit: you just shouldn't count on getting that exact combination of obscure spells from multiple obscure splatbooks that you need to create an infinite combo of doom.
 
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If you have a bad DM, you have a bad DM. If the plot doesn't give you time to research, a good DM will up the drop rate for scrolls. You also get to loot enemy mages for their spellbooks, and that's a great place to pick up useful spells, since they did the research for you. A one-shot adventure may not have time for research, but a longterm campaign definitely should.

Edit: you just shouldn't count on getting that exact combination of obscure spells from multiple obscure splatbooks that you need to create an infinite combo of doom.
Oh, yeah, I understand that last part. Me, and other people I play with, are generally consistent in not taking spells as we level that don't match our characters history. Like my current conjuratiom/transmutation wizard in Skull and Shackles didn't take Weird, Shades, Wish, Limited Wish, etc. Because none of those spells were in his field of research.
 
I was also under the impression a bard had to have at least one level of druid, but that might be just something I heard.
Bard in 2E was basically a subclass or kit (like an archetype in Pathfinder) of Rogue.

PCs in 2E didn't get to pick much of anything except proficiencies. Rogues and Rangers and Bards got to increase the percentages on their Thief abilities, casters could cast more spells, but if you were a Fighter pretty much all you got out of leveling was more hit points and a better THAC0 (2E equivalent of BAB).

Edit: you just shouldn't count on getting that exact combination of obscure spells from multiple obscure splatbooks that you need to create an infinite combo of doom.
Is there any reason why a PC wizard in 2E, given time, couldn't research all the obscure spells to get an infinite combo of doom in that system, just like a wizard in other editions could?
 
The DM says something randomly explodes and destroys their research.
IIRC this is literally "advice" in the DM Guide for what to do if a PC Wizard tries to research "too much"(read; any at all).
The GM can do that in later editions, too. Or just tell the player that they think a combo is too broken and they don't want it in their game.
 
The DM says something randomly explodes and destroys their research.
IIRC this is literally "advice" in the DM Guide for what to do if a PC Wizard tries to research "too much"(read; any at all).
I'm not a fan of that. It seems arbitrary and cruel to players. Especially since it worked in setting already once before, at least that if not more times.
The GM can do that in later editions, too. Or just tell the player that they think a combo is too broken and they don't want it in their game.
But I'm 100% fine with a DM telling players that they don't want a spell in their setting/game. One of my friends, and I as well, has banned Create Mindscape from Pathfinder games, due to it being exceedingly broken as a spell. We are all fine with that, and it didn't require him dicking with our characters in universe.
 
Bard in 2E was basically a subclass or kit (like an archetype in Pathfinder) of Rogue.

PCs in 2E didn't get to pick much of anything except proficiencies. Rogues and Rangers and Bards got to increase the percentages on their Thief abilities, casters could cast more spells, but if you were a Fighter pretty much all you got out of leveling was more hit points and a better THAC0 (2E equivalent of BAB).


Is there any reason why a PC wizard in 2E, given time, couldn't research all the obscure spells to get an infinite combo of doom in that system, just like a wizard in other editions could?

The DM says something randomly explodes and destroys their research.
IIRC this is literally "advice" in the DM Guide for what to do if a PC Wizard tries to research "too much"(read; any at all).

Yes and No. The DM is supposed to consider each researched spell and make a ruling on it. Some settings like FR and Dragonlance actually have canon entities that get to decide (Magister in FR, the Moons in Dragonlance)

Essentially it's just an official "the DM can decide if something is gamebreaking, and if it is, you don't get to have it"
 
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In 3.XE/PF characters could make a Ride skill check to negate a hit on their mount. Is that still a thing in 5E?
I'm more concerned with the fact that when a hit lands at all, it tends to be an instant kill of a horse - and as renowned appreciator of all things horse @100thlurker will tell us, horses are very big and sturdy and actually deal well with injury.
 
I'm more concerned with the fact that when a hit lands at all, it tends to be an instant kill of a horse - and as renowned appreciator of all things horse @100thlurker will tell us, horses are very big and sturdy and actually deal well with injury.
The average human in D&D has an average of what, about 4 HP? It's a running gag that they would lose a fight to a house cat about 50% of the time.

A horse has 15 HP in Pathfinder. By comparison, that's pretty tough. It'd take a normal dude with a sword three or four whacks to bring that down, as opposed to one for a commoner.

Leveling up the horses to match the players is probably the best way to keep them alive. It's what they do for animal companions gained as a class feature.

(Remember in 3.X how nobody ever wanted a familiar for their wizard because it was easily killed due to being a tiny animal with crap for hit points and would cost them a bunch of XP when it died?)
 
Yes, but later additions didn't say "Yeah, screwing over this player is a great thing to do and will improve your game:D.", at least no in reference to this specific issue.
Neither did 2e. It just spelled out that it was the DM's responsibility to prevent gamebreaking. Your job as DM is to keep the story in motion, and if one player obtaining a specific spell or item will wreck that, then you don't let them do so. You are not competing with them, so you don't have to play fair.
 
Neither did 2e. It just spelled out that it was the DM's responsibility to prevent gamebreaking. Your job as DM is to keep the story in motion, and if one player obtaining a specific spell or item will wreck that, then you don't let them do so. You are not competing with them, so you don't have to play fair.
But you can also just, y'know, talk to them about it, instead of dicking around with them.
 
But you can also just, y'know, talk to them about it, instead of dicking around with them.
Gonna say, I've been playing for 24 years, and a DM for 17, and only twice have I had to step in beyond having a simple talk with players at the start of a campaign asking in advance for them not to minmax or powergame.

One of those two was a jackass who deliberately joined the game (held at a college) to disrupt it, and was quickly removed.

The other was a determined munchkin who kept trying to find ways to get around any generalized framework I put in, and who eventually got on my last nerve and was banished as well.
 
Gonna say, I've been playing for 24 years, and a DM for 17, and only twice have I had to step in beyond having a simple talk with players at the start of a campaign asking in advance for them not to minmax or powergame.

One of those two was a jackass who deliberately joined the game (held at a college) to disrupt it, and was quickly removed.

The other was a determined munchkin who kept trying to find ways to get around any generalized framework I put in, and who eventually got on my last nerve and was banished as well.
You are very lucky to have had so few bad players.
 
You are very lucky to have had so few bad players.
I know. Several of them came to me with horror stories of previous groups, and one of my former players who lives up in Connecticut now has sent me some too.

It may help that I love high powered games to begin with, so I'll run adventures that let them play as badasses. I've even run post 20th stuff in 2e.

5th gets on my nerves for the insistance that everyone stay as scrubs.
 
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(Remember in 3.X how nobody ever wanted a familiar for their wizard because it was easily killed due to being a tiny animal with crap for hit points and would cost them a bunch of XP when it died?)
I liked how 4e handled it; where familiars were an extension of the character rather then tracked separately; IMO mounts at least if you have a PC thats focused on mounted combat should also work similarly.
 
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