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  #151  
Old 10-06-2014, 07:46 PM
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online pdf I think
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  #152  
Old 10-06-2014, 08:05 PM
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online pdf I think
The only PDF that exists is the basic rules PDF.
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  #153  
Old 10-06-2014, 08:07 PM
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Is there a template for making dire animals?
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  #154  
Old 10-06-2014, 08:12 PM
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The starter box set is $15 on Amazon.

For that matter, the PHB is $30.
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  #155  
Old 10-06-2014, 08:36 PM
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The starter box set is $15 on Amazon.

For that matter, the PHB is $30.
Baaaaaah, why is it hardcover? I might be the only human being on Earth to prefer a PDF version, but dang it, I want my desires catered to!
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  #156  
Old 10-07-2014, 12:28 AM
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Hey, Sol?

I figured out how to heal myself. Note that the feat does not specify that I am healed with positive energy.
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  #157  
Old 10-07-2014, 06:36 AM
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Th... the... the... the Flumph! It's back!
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  #158  
Old 10-07-2014, 10:09 AM
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Quote:
Originally Posted by aturtledoesbite View Post
Baaaaaah, why is it hardcover? I might be the only human being on Earth to prefer a PDF version, but dang it, I want my desires catered to!
Really great production quality appears to be the answer. It's a book that just looks awesome and inviting sitting there on the shelf.

We did character creation for my 5e Eberron game on Sunday. Wound up with:

* a Tiefling Archfey Warlock (probably Blade Pact) who spent a few years (about a decade, subjective time) in the Fey plane training after wandering out of the Demon Wastes.
* a Human Barbarian from House Deneith, who spent the last chunk of the war stationed on the Droamm frontier fighting off monster raiding parties.
* a Human Fighter (crossbow spec), a criminal from the Sharn underworld whose crippled father was a Brelish war hero.
* a Half-Elf Bard (probably Valor) charlatan / lounge singer from Sharn.
* a Human Wizard (intending to go diviner and then dip Rogue for Assassin abilities) who's a former spy / saboteur from Aundair.

I'm pretty excited. Planning for the primary antagonists to be the Blood of Vol and the Lord of Blades.
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  #159  
Old 10-07-2014, 10:38 AM
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Okay, now I'm jealous.
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  #160  
Old 10-07-2014, 11:19 AM
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Planning for the PCs to at least start as a "deniable asset" team of adventurers working for a Zilargo gnome noble with connections to the Citadel.
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  #161  
Old 10-07-2014, 09:47 PM
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Quote:
Originally Posted by R^2 View Post
Th... the... the... the Flumph! It's back!
I know! Flumph, Nothic, and Modrons were probably the only real surprises in the Monster Manual, but they all made me happy to see.

I really wish they would stop insisting on putting Gith in every time. Does anyone care about the Gith? On the plus side they put in fewer fey, I guess.
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  #162  
Old 10-07-2014, 11:29 PM
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ProGith.
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  #163  
Old 10-08-2014, 02:13 AM
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TIL giving L6 characters a 2d12 fire longsword was a bad idea

The rest of my dungeon was good, which is promising for a first attempt, but lol @ L6 characters with good rolls rattling off 60+ damage attacks on the dungeon boss
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  #164  
Old 10-08-2014, 05:18 AM
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No problem we can fix this.

Have it turn out that this sword is cursed or legendary in some manner and make it part of the plot. Maybe they have to give it up or a powerful villain takes it from them, and when they get higher level you can have an arc about them getting it back and beating up the guy who took it.
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  #165  
Old 10-08-2014, 10:26 AM
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Originally Posted by Traumadore View Post
I really wish they would stop insisting on putting Gith in every time. Does anyone care about the Gith? On the plus side they put in fewer fey, I guess.
They're useful for certain kinds of planar weirdness, easily reskinnable, and kind of interesting in their own right.
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  #166  
Old 10-08-2014, 11:09 AM
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Quote:
Originally Posted by Solitayre View Post
No problem we can fix this.

Have it turn out that this sword is cursed or legendary in some manner and make it part of the plot. Maybe they have to give it up or a powerful villain takes it from them, and when they get higher level you can have an arc about them getting it back and beating up the guy who took it.
OR: the next dungeon is 100% fire elementals

I once ran a kobold sorcerer with a primarily fire-based spellset in a campaign where we fought enemy after enemy that was fire-immune. The DM didn't plan it specifically to thwart my character -- it was really my fault for not having a more diverse toolkit.
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  #167  
Old 10-08-2014, 08:15 PM
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They, uh... Chief they sold the weapons instead...

Works for me I guess?
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  #168  
Old 10-27-2014, 12:26 PM
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I've been reading a lot of Robin Laws' games lately (Feng Shui 2 and Heroquest, most notably) and I think one of the most interesting parts of the D&D5e rules has his fingerprints all over it.

A common feature in Laws' games is what he calls a "dramatic hook" or a "narrative hook" - a feature of a character that compels them to act against their best interests, abandon cautious and risk-adverse behavior, and generally do interesting things and get involved. When creating your character, by the rules as written, you are supposed to come up with a reason for them to get involved, removing the stalling / spotlight-grabbing tactic of "my character wouldn't do that!" (Or other similar techniques where players dig in their heels and forcing the GM to sell them on their game whenever they feel like they're not getting enough attention)

Ideals, Bonds, and Flaws are basically this idea, broken down a little and presented in a more traditional manner.
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  #169  
Old 10-27-2014, 12:42 PM
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Well, isn't the "hook" the reason the character is adventuring, anyway? Ever since I saw Spoony's video on DMing a great game, I've included a personally motivating force for my characters in their backstory.
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  #170  
Old 10-27-2014, 12:55 PM
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Quote:
Originally Posted by Büge View Post
Well, isn't the "hook" the reason the character is adventuring, anyway? Ever since I saw Spoony's video on DMing a great game, I've included a personally motivating force for my characters in their backstory.
I really wish this wasn't a video, because it sounds like an important concept (that I already try to incorporate) and what I've heard is good.
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  #171  
Old 10-27-2014, 01:00 PM
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Quote:
Originally Posted by Büge View Post
Well, isn't the "hook" the reason the character is adventuring, anyway? Ever since I saw Spoony's video on DMing a great game, I've included a personally motivating force for my characters in their backstory.
Yes, that's the idea, but Laws' games are some of the first (chronologically) I've seen call it out explicitly, and unique in that they don't try to build it into other mechanics. Fate, for example, folds it into Aspects and Compels, with - IMO - mixed success, while God Machine Chronicle-era nWoD tries to package it into Aspirations. D&D5e is direct about it in a similar way to Laws' designs: Ideals, Bonds, and Flaws all say "make up things about your character that explain why they do risky, sub-optimal, interesting things."
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  #172  
Old 10-27-2014, 03:23 PM
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Actual serious question: What is the difference between a goblin and a hobgoblin? Please note that if your answer is "hob," I will e-slap you.
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  #173  
Old 10-27-2014, 03:35 PM
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Quote:
Originally Posted by Mogri View Post
Actual serious question: What is the difference between a goblin and a hobgoblin? Please note that if your answer is "hob," I will e-slap you.
Hobgoblins are bigger, organized and militant. Goblins are shorter and annoying.
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  #174  
Old 10-27-2014, 03:42 PM
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Hobgoblins are also yellow-ish, while goblins are green-ish.
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  #175  
Old 10-27-2014, 03:49 PM
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Goblins are cowardly thieves at best and backstabbing assassins at worst.

Hobgoblins are bullies at best and evil Romans at worst.
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  #176  
Old 10-27-2014, 04:30 PM
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Quote:
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Goblins are cowardly thieves at best and backstabbing assassins at worst.

Hobgoblins are bullies at best and evil Romans at worst.
And bugbears are the asshole hitmen of the goblinoid world.
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  #177  
Old 10-27-2014, 05:52 PM
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Hobgoblins are nasty, bugbears are brutish, and goblins are short.
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  #178  
Old 12-09-2014, 02:46 PM
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Holy shit this DMG.

It's got basically everything. Everything. Planes? We've got planes. Magic items? We've got magic items. Crafting? Monster creation? Monster customization? Race creation? Class tweaking? All there. Tons of other stuff too, from alternate rules to random tables.

pg 254 has a d20 Urban Chase Complications table. I will be getting a lot of use out of that.
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  #179  
Old 12-09-2014, 02:54 PM
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So I'm playing my first campaign of D&D and it's really great!

So, before each game, we have one of our characters recap the last session by reading from their characters' diary. We switch off each time, and it's a great way to both remind everyone of what we've done, and also to slip in some personal narrative, thoughts and motivations.

Have any of you veteran players done this? I'm enjoying it, but I'm wondering if maybe it's too artificial a way to develop characters (like, it should all happen in game, through dialogue).
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  #180  
Old 12-09-2014, 02:56 PM
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Quote:
Originally Posted by Maggie View Post
Have any of you veteran players done this? I'm enjoying it, but I'm wondering if maybe it's too artificial a way to develop characters (like, it should all happen in game, through dialogue).
I've done bits and pieces like this but never this exact system.

I would never worry about an artificial way to develop characters, there's no wrong or right way to roleplay.
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concentration , dungeons and dragons , edition wars , gith racism , penalty for being bard , tasha's hideous slaughter

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