Dungeons and Dragons Megathread

Before I get into the specifics of Arc One, here's some design theory.
Design theory is good.

Pacing... is rather weird though I can't reliably say that until I actually see it in action. My worry is that you'll take so long that they'll forget what ever your gimmick is.

Too sleepy to talk more right now
 
Can you recruit players here? Like...hmm...is this only for DND or can you discuss other systems here?
 
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Can you recruit players here? Like...hmm...is thos inly do DND or can you discuss other systems here?

The quests subforum has a player recruitment thread. This thread is for discussion of D&D, which includes pathfailure since it's mostly just a reskin of early 3.5 (and all it's problems).

You can start a new thread if you really want to talk burning wheel or something.
 
True enough, I suppose, though I'll certainly do a tad more than that...Plus I'm a tad simulationist, so slapping extra armor onto mail makes me grumble. But then I can just justify it as Mastercrafted or runic enhanced crap. Still, all in all an easy way to scale foes, that.

Indeed. Also allows you to work magic items into the loot more effectively. If the opponent needs to be +2 AC and Attack... well, give him a +2 weapon and +2 armor. Now players have a more balanced encounter and in built loot.
 
Indeed. Also allows you to work magic items into the loot more effectively. If the opponent needs to be +2 AC and Attack... well, give him a +2 weapon and +2 armor. Now players have a more balanced encounter and in built loot.
That's very true if you want that, I suppose...The massive numbers of +X AC/+Y attack items were kinda gotten away from in 5E for a reason, y'know? Plus it creates the issue that now the guys you created a balanced fight for are...now at +2 over where they were prior.
Not to mention the overuse of looting is one of the most overrated of most games IMO, unless it's a survival game.
(It must be noted that by 'Mastercrafted' and 'Runic Enhanced Gear' I meant sub-magic items, either personally fitted in the prior case, or temporary in the latter. Which reminds me I should look up some sort of temporary enchantment rules. Would be a fun way to have high magic without making permanent magic weapons 'meh'.)
 
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That's very true if you want that, I suppose...The massive numbers of +X AC/+Y attack items were kinda gotten away from in 5E for a reason, y'know? Plus it creates the issue that now the guys you created a balanced fight for are...now at +2 over where they were prior.
Not to mention the overuse of looting is one of the most overrated of most games IMO, unless it's a survival game.
(It must be noted that by 'Mastercrafted' and 'Runic Enhanced Gear' I meant sub-magic items, either personally fitted in the prior case, or temporary in the latter. Which reminds me I should look up some sort of temporary enchantment rules. Would be a fun way to have high magic without making permanent magic weapons 'meh'.)

The limitations on Attunement slots really puts the kibosh on walking around with dozens of magic items, however.

That said, you can use the rules for Boons and magical gifts to justify the bonuses if you don't want magic items all over the place. The evil general who is walking around with the blessings of the dark gods to enhance his natural martial prowess is certainly in genre for most iterations of D&D.

Remember that giving the opponent Resistance to common damage types can effectively double his HP without having to 'actually' double it. So if a demon or fey or something made him Resistant to Bludgeon. Piercing and Slashing damage he has twice the survival chance in most fights with PCs, especially if he also Resists the magic users favorite attack spells.
 
I am happy to say I now have all three 5th Edition core books! They're selling at a fantastic pice over on amazon right now. You can get all three for about $85. Considering the normal cost for all together would be upwards of $150, that's some amazing savings!

Yeah, I'm pretty pleased with this.
 
I am happy to say I now have all three 5th Edition core books! They're selling at a fantastic pice over on amazon right now. You can get all three for about $85. Considering the normal cost for all together would be upwards of $150, that's some amazing savings!

Yeah, I'm pretty pleased with this.
I just need the Monster Manual. Probably will skip it and instead get the Ravenloft book.
 
Pretty well, honestly. Especially if you either A) give them NPC henchmen or B) lower the difficulty of things accordingly.
 
I'm slightly curious- how well can D&D/Pathfinder handle a single (or at most, two) PC game?

It really depends on the character. A Bard will do better in a one-on-one than a Fighter since the Bard can fill multiple roles that you would need other classes to fill.

That said, if you tailor the opposition and challenges to the PC you should be fine. The big danger is that D&D combat relies a lot on having multiple PCs to help mitigate the inherently swingy d20 mechanic by having healing and team assists available as needed. Getting taken down by a random goblin's critical hit is less of a deal in a team with a rogue, cleric and wizard providing backup then it is in a one man party.
 
So, I sort of had to bench someone out of the party. DOn't like it, because he -is- a friend, and the other players cosnider him likewise, but he has become extremely, how should I say, obstinate in the game. Coupled with a fairly dominant personality, well:

This has been going on for some time now, with two other party members slowly becoming mroe annoyed -and me having plenty of talks about it with them-, some time ago he decided to take a break because things were going to come down to a pretty bad fight (words, obviously).
So I little while ago, one older party member, who quite some time before because of personal reasons came back so he decided to postpone his 'break'. It pretty much became clear that the old issues hadn't gone away and last session he was getting pretty close to having to a fight with two other players. Possibly a third.

He was more or less making as impossible-to-fit-in characters as he could (within the limitations), party goes one way, he wants another. Demands that party hurries up with making decisions, debates his point of view for 45 minutes against all-comers, etc.

Ergo, I tossed him out. Feels shit, but I figured I had to do this or one-two-three weeks from now, I'd have a fight in my living room and/or several peopel who call it quits. "Damage control".

/rant
 
I'll admit, I'd actually like to try out the Pathfinder Mythic rules. Got a few character ideas in mind specifically for that.
 
...I don't care about feeling like D&D. I just want a high fantasy RPG that doesn't try to force me into dungeons and is easily modded to fit different settings. And where low level npcs don't become completely irrelevant. That'd be nice too.

In that case, I would recommend another system.

REIGN and GURPS (Banestorm being an excellent example of a mostly dungeon-less setting), both do high fantasy well, without making npcs worth less to adventurers than their animated corpses.
 
The limitations on Attunement slots really puts the kibosh on walking around with dozens of magic items, however.

That said, you can use the rules for Boons and magical gifts to justify the bonuses if you don't want magic items all over the place. The evil general who is walking around with the blessings of the dark gods to enhance his natural martial prowess is certainly in genre for most iterations of D&D.

Remember that giving the opponent Resistance to common damage types can effectively double his HP without having to 'actually' double it. So if a demon or fey or something made him Resistant to Bludgeon. Piercing and Slashing damage he has twice the survival chance in most fights with PCs, especially if he also Resists the magic users favorite attack spells.
There's way more problems with handing out permanent magic items like candy then 'Well, they can wear dozens of them'. Even ignoring that three major magic items plus however many minor ones is still a lot, you also create the problem in that too much magic once more focuses the experience on your equipment over your character skills. The treadmill of 'You must always be getting better gear!' is pretty toxic to a game in my experience, plus there's the issue that even in a High Fantasy universe, too many magical items make them not just mundane, but boring. I really don't wanna run into the Skyrim problem where the reaction to stumbling across a super awesome magical item is 'Meh, not worth the weight of picking up and selling it for gold'.

There's a reason that the 'starting equipment' for high level(17-20), high magic games still only recommend two rare magic items, 1 very rare, and 3 uncommon. Even 11 through 16 it suggests only 1 rare item and a few uncommon ones.

And yes, given the setting has extremely active divine intervention (PC leveling is mostly justified as divine blessings, and there's even a Divine Favor mechanic), enemies getting blessings of their own is something I planned on. Though, heh, it's predominantly going to be 'the blessings of the gods of Light' for the antagonists of his game.

And indeed, Resist is powerful.
In that case, I would recommend another system.

REIGN and GURPS (Banestorm being an excellent example of a mostly dungeon-less setting), both do high fantasy well, without making npcs worth less to adventurers than their animated corpses.
Yeah, though I think we may have an issue of differing definitions of High Fantasy, because both of those games trend heavily toward the gritty side of things (Yes, I know GURPS is a 'universal system', but universal systems really aren't). I'd hazard that I'm also thinking a good deal more High Magic than you are, as those games can probably be modded toward say, Lord of the Rings, easier than what I have in mind.

Also, making NPCs in Gurps takes too long. REIGN would be better, especially with copious amounts of mook rules, but still...

That said, REIGN does actually have a D&D based mod around that might be useful inspiration for how to handle Paladins and such. Eh. I'll consider it. At least REIGN does power scaling rather decently.
 
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Past a certain point (level 10-11) I tend to assume D&D PC's are Rich as Croesus and can have whatever stuff they want that isn't powerful magic items.

Powerful magic items, they can basically acquire in proportion to their WBL, and i'm pretty casual about them handwaving how they get most of it.

Honestly, D&D 3.5 WBL is basically a cunningly disguised badly implemented "point buy" system for extra powers grafted onto the class/level system, because for some reason D&D devs are allergic to just letting you direct buy the powers you want with your XP.
 
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