Dungeons and Dragons Megathread

[5e]

So I'm trying to come up with life for the Giants in a setting I'm kinda sorta working on.

So far, here's the story I have currently:

Okay so there once was a mighty Frost Giant Empire. It made a lot of Cloud Giants scared though, so one of them made a virus that caused Frost Giants to consume much more heat than they would ordinarily so that they would starve and become ravenous. This effectively destroyed the empire, but some of the Frost Giants who were infected became Fire Giants, which are not only immune to fire but can absorb it as food. They were forced to live near volcanos since they needed a lot of heat to survive and thus they took on the role of master smiths and crafters of metal. However, they never let their people forget what the Cloud Giants has done to them, and they set their mind on getting vengeance for those who had fallen to the plague inflicted on them.

Meanwhile, the remnants of the Frost Giant, diminished and scattered, formed into various tribes. Superstition, survival, and savagery took precedence, forcing them into many conflicts. Violence became the common language, and as they struggled against each other, they lost knowledge of their as It became further from the present. Eventually, after tens of thousands of years, a single tribe was able to unite them under a single banner, forging an alliance through war and blood.

The Cloud Giants did not concern themselves with such matters; they had, by that point, far ascended their previous position in life on the mountain tops and created luxurious floating palaces that appeared to those below as clouds, powered by magical means. However, after this point, technological advancement became lax, as many grew into the idea that all Cloud Giants are naturally nobility and above the rest of the world, both figuratively and literally. Soon, they formed into many noble families that schemed and conspired against each other, becoming just as divided as the Frost Giant Empire was after the plague the Cloud Giants had invented themselves. Each family became like a micro nation, each with their own traditions, taboos, and technologies, each viewing themselves as independent from any larger system.

So, what do you think of this? I know it needs work, so I'm willing to take criticism.
 
[5e]

So I'm trying to come up with life for the Giants in a setting I'm kinda sorta working on.

So far, here's the story I have currently:

Okay so there once was a mighty Frost Giant Empire. It made a lot of Cloud Giants scared though, so one of them made a virus that caused Frost Giants to consume much more heat than they would ordinarily so that they would starve and become ravenous. This effectively destroyed the empire, but some of the Frost Giants who were infected became Fire Giants, which are not only immune to fire but can absorb it as food. They were forced to live near volcanos since they needed a lot of heat to survive and thus they took on the role of master smiths and crafters of metal. However, they never let their people forget what the Cloud Giants has done to them, and they set their mind on getting vengeance for those who had fallen to the plague inflicted on them.

Meanwhile, the remnants of the Frost Giant, diminished and scattered, formed into various tribes. Superstition, survival, and savagery took precedence, forcing them into many conflicts. Violence became the common language, and as they struggled against each other, they lost knowledge of their as It became further from the present. Eventually, after tens of thousands of years, a single tribe was able to unite them under a single banner, forging an alliance through war and blood.

The Cloud Giants did not concern themselves with such matters; they had, by that point, far ascended their previous position in life on the mountain tops and created luxurious floating palaces that appeared to those below as clouds, powered by magical means. However, after this point, technological advancement became lax, as many grew into the idea that all Cloud Giants are naturally nobility and above the rest of the world, both figuratively and literally. Soon, they formed into many noble families that schemed and conspired against each other, becoming just as divided as the Frost Giant Empire was after the plague the Cloud Giants had invented themselves. Each family became like a micro nation, each with their own traditions, taboos, and technologies, each viewing themselves as independent from any larger system.

So, what do you think of this? I know it needs work, so I'm willing to take criticism.
How did the Cloud Giants create the virus, what spooked the Cloud Giants, are Storm/Stone/other Giants involved at all, how did this effect the smaller races that lived nearby and how advanced is this setting?

I do like your take on fire giants effectively being cursed frost giants though, especially since needing to stay near volcanos gives a logical reason for why they'd have slaves.
 
How did the Cloud Giants create the virus, what spooked the Cloud Giants, are Storm/Stone/other Giants involved at all, how did this effect the smaller races that lived nearby and how advanced is this setting?

I do like your take on fire giants effectively being cursed frost giants though, especially since needing to stay near volcanos gives a logical reason for why they'd have slaves.
Again, it's a work in progress, so the answer to a lot of these is that I'm either thinking of a potential answer or I haven't thought of something for them.

The Cloud Giants were always better at magic than other types of Giants. The virus was crafted by a wizard through an unique arcane device they invented for the express purpose of creating biological weapons. However, this device, along with its inventor and blueprints, were destroyed in a war between the Cloud Giants and Gold Dragons.

The main thing that caused the Cloud Giants to take to the skies was when the Fire Giants decided it was time to go murdering Cloud Giants. Since pretty much every Cloud Giant who stayed on the Mountaintops was murdered, retreating into the skies was really the only logical option.

Stone Giants are the first species of Giants to exist and they are much rarer now due to either having becomed something different, having they're niche filled out by somebody else, or getting killed by dragons.

I don't have a lot for exactly have specifics in how Giants have effected the history of humanoids. However, a major event I have established is that the orc homeland was conquered by a Frost Giant invasion, turning them into nomadic wanderers.

Of course, none of this stuff is permenant, so I don't how much I'm keeping.
 
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So, I joined a new campaign because one of the two I was in had to shut down. First session's tomorrow. Pretty excited for what may be the first time I actually get to play two sessions a week.

Its an evil-allowed, monstrous races only campaign. I'm playing a Yuan-Ti Pureblood Warlock. Hopefully this doesn't go horribly. :V
 
I actually haven't ever used index cards for an RPG. I do sometimes end up keeping a long list of information on a legal pad/Word Document/Google Doc, because character sheets never really suffice.
 
I'm playing a Gestalt(Double class) campaign with level 6 characters and I have a Hexblade/Battlemaster Kobold. He uses a handcrossbow and Sharpshooter and Crossbow Expert. (DM Is generous with feats for everyone due to higher level enemies) I was wondering what kind of battlemaster abilities I should select?
 
I'm playing a Gestalt(Double class) campaign with level 6 characters and I have a Hexblade/Battlemaster Kobold. He uses a handcrossbow and Sharpshooter and Crossbow Expert. (DM Is generous with feats for everyone due to higher level enemies) I was wondering what kind of battlemaster abilities I should select?

Battlemaster is... 5e? Pls specify.




Anyway, I have been compiling a mental list of alternatives to 3.PF spellcasting - in the sense of "I have levels in a spellcasting class, what can I trade spellcasting or spell slots out for?"

I'm planning on writing it out on a google sheets and posting it here, if anyone would be interested in helping me catch what I missed.
 
I'm planning on writing it out on a google sheets and posting it here, if anyone would be interested in helping me catch what I missed.
I don't have your extensive knowledge of third-party rules, so I doubt I can add much, but I wouldn't mind seeing it. I'm definitely interested in ways to replace standard D&D spellcasting with something that doesn't run on a per-day framework.
 
Battlemaster is... 5e? Pls specify.




Anyway, I have been compiling a mental list of alternatives to 3.PF spellcasting - in the sense of "I have levels in a spellcasting class, what can I trade spellcasting or spell slots out for?"

I'm planning on writing it out on a google sheets and posting it here, if anyone would be interested in helping me catch what I missed.
Yes its 5e sorry .
 
I'm playing a Gestalt(Double class) campaign with level 6 characters and I have a Hexblade/Battlemaster Kobold. He uses a handcrossbow and Sharpshooter and Crossbow Expert. (DM Is generous with feats for everyone due to higher level enemies) I was wondering what kind of battlemaster abilities I should select?
Trip Attack is really good but a little less for you since you're a ranged build. Still good at making someone fall so your buddies can gang up on them.

Menacing Attack or Goading Attack (not both). Menacing is better because Frightened is an awful status to have, but plenty of the nastiest critters are immune to it, in which case Goading is best (but will get them coming for you). Distracting Attack is good if you've got a Rogue in the party, but I'd recommend Commanding Strike over it. If your DM likes to play it tactical and have people specifically target your squishy kobold ranged fighter, get Pushing Attack so you can get them to GTFO.
 
[PF] When one of the newer players boasts about running a hard one shot at level 2 and we are probably not going to live through this. He gives us 2k for items.

Wizard comes around with a wand of magic missile because for 750 that's a good buy.

I was like "okay fuck it, he puffs and wants to play ball? Let's see... Enlightened Paladin. Feat? Improved Grapple. GM gave me a wrap of mighty fists or something after he initially wanted to give me full plate but I declined on the basis of not having heavy armor proficiency. Because grappling is such an easy and fun mechanic :V

Antipaladin boss with glaive? Become big, with holy fists and extra long arms, pop a potion of true strike. Grapple.
"Wow that's a load of bullshit."
- this is why you bring armor spikes or light backup weapons.

I did get a Smite Good thrown my way for the effort but what does the Glaive-wielding antipaladin say when she's grappled? :V
 
[5e]

This is in a custom setting but is mainly a standard DnD setting.

Memorable Moments In Your Tabletop Games - Megathread - Discussion | Page 107

I need help with an magical weapon that is supposed to be my character's symbol of office after becoming Paladin of Vengeance. Long story short, my character's brother met a fate worse then death and after that my character is barely holding together after that.

The goddess that he is going be making an Oath to is Nemesis.

Nemesis - Wikipedia

After he makes the Oath, I plan on playing him as a blatantly Woobie version of the Doom Slayer.

Now, the only thing that I could find for Nemesis in terms of DnD was some 3.5 DnDwiki shit.

Now, here comes the twist: My character is Dex based.

Good news: My DM is willing to lift the STR requirement as my character is decked out for melee combat.

Now, the weapon type.

I want a scimitar but a shortsword is more thematically appropriate.

Also, it's a +2 weapon with some magic abilities but I don't know what abilities it would have.
 
[5e]

+2 Strength
Languages: Common, Giant
Size: Giantkin are seven to eight feet tall and weigh 300-500 lbs. They are medium.
Age: Giantkin age slowly, reaching adulthood at 100 and are able to live up to 500 years.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Sub-races
Fire Giantkin

+1 Strength
Fire Immunity: You are immune to nonmagical fire damage.
Fire Giant Proficiency: You are proficient with Heavy Armor and two martial weapons of your choice.
Heat Feeder: Instead of eating, you consume the heat surrounding you. This makes you able to subsist without food in warm climates, but vulnerable to the cold.
Frost Giantkin
+1 Constitution
Cold Immunity: You are immune to cold damage.
Cloud Giantkin
+1 Charisma
Natural Focus: You do not need a focus to cast spells.
Floater: You can fly at a speed of 15 feet and hover when not prone, stunned, or unconscious.
 
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I'm pretty sure those aren't uh 100% kosher unless your GM had some house rules in your favour?

Works just fine, also on CMB, which is also an attack roll -there's wizard spells that do CMB checks and one of the ways to up that is to use that spell beforehand.

The disadvantage is that it costs a turn, and had he not given us a level 6 full BAB character as a boss -something he told he was planning prior to building my character-, I likely would have been better off trying twice instead.

I just figured I need that silver bullet :V

The moral of the story is more that when you are new and boast about going to kill all the PC's, don't be surprised if they start digging into ways to kill your dudes, we had two Paladins.

Of course, dumping INT and WIS makes it all hilarious for playing an oblivious idiot. Making the table and all NPC's sigh at least once per social encounter was easily accomplished. Having the other Paladin, the rogue and guard captain try to explain that babies are not delivered by ostriches in the night and that that has nothing to do with some non-humans being able to see at night was entertaining. Didn't get in the way of the party doing fun stuff, I was just the loveable murderfist man.
 
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He should be trying to make death a major risk of failure, at least. Consequences gotta matter, and all.
He should be challenging them so they feel like they accomplished something. But the main purpose of an RPG is to tell a story. Killing off your players ends the story. The GM is not supposed to be playing against the players. He's supposed to be guiding the game so that everyone has fun.

And when the GM has total control of the world and unlimited resources, "winning" against your players is nothing to brag about. This guy was going in with the wrong attitude right from the start.
 
It's why we were playing along with a one shot but I don't think he'll make for a good GM for quite a while.

If only because he just can't improvise.
"This is what I prepared ie. do this."

He still thinks GM'ing is more about having everyone on board the plot train and not the cat-herding it actually is.
 
He should be challenging them so they feel like they accomplished something. But the main purpose of an RPG is to tell a story. Killing off your players ends the story. The GM is not supposed to be playing against the players. He's supposed to be guiding the game so that everyone has fun.

And when the GM has total control of the world and unlimited resources, "winning" against your players is nothing to brag about. This guy was going in with the wrong attitude right from the start.

Well, technically the purpose of playing an RPG is to play a game where a story emerges. "Telling a story" implies a script.

But also, I never said anything about playing against your players; only that death has to be possible and it has to matter. Plenty of valid stories end with the characters dying. Plenty of other stories include protagonists dying and being replaced. It's uh. Pretty common in mythic fiction, even.

You're right though, getting a hard-on for player murder is immature. But at the same time I don't feel like it's healthy to act like players are entitled to plot protection, since that takes away meaningful gameplay options.
 
But the main purpose of an RPG is to tell a story.
Mmm. That's not what every player wants from the game, at least not in my experience.

Some players just want to kick butt and feel powerful. Some want to feel the thrill of risk (e.g. the risk of character death). If they lose badly enough to justify character death but there is no character death, that ruins the game for these players -- they will never again feel the excitement of risking character death, because they'll know there is no such risk. The thrill of combat will be gone. The game will be less fun.

For these players, the fun of an RPG may be related to whatever makes people enjoy gambling -- either the thrill of winning through chance, or the thrill of risking loss.

If only because he just can't improvise.
"This is what I prepared ie. do this."
That's unfortunate, but if the DM wants to improve, then the DM can probably learn to improvise.
 
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