| Tycandus |
I'll be heading out to GenCon (via a family trip over the weekend first), is there anything that I should pick up? I should be able to check the boards and such in order to start leaving posts, if I get in. Really am looking forward to it.
Also, this is Kelarith from above. Just switched to the character tag.
| KyleS |
4d6 ⇒ (5, 4, 1, 6) = 16 15
4d6 ⇒ (6, 5, 6, 2) = 19 17
4d6 ⇒ (6, 2, 2, 5) = 15 13
4d6 ⇒ (2, 4, 4, 6) = 16 14
4d6 ⇒ (4, 3, 2, 4) = 13 11
4d6 ⇒ (6, 6, 2, 3) = 17 15
I gotta say, I like those rolls lol. I'm still thinking of a fighter, but may go ranger. Race I'm not too sure about, I'm gonna have to wait on the PHB before I actually come up with something because now that they've got backgrounds to allow for different bonuses and what not, I wanna take a background that really lets me shine what I can possibly do.
| Supreme Being |
If possible, Supreme Being, can you give me a rough idea of the how much magic the Arcane Trickster has at his disposal?
All rogues choose a Roguish Archetype at level 3.
The Arcane Trickster gets (3) Cantrips, (3) spells known, and (2) Spell slots at level 3 going up to (4) Cantrips, (13) Spells Known, and (4,3,3,1) spell slots at level 20. Spells are limited to 4th level and chosen from the Wizards spell list. INT is the spellcasting ability.
You gain extra abilities of Mage Hand at level 3 as well including the ability to make it invisible, and use it to pick locks and disarm traps at a distance. There are some other abilities, but you'll probably have the PHB before they kick in. Spell Thief doesn't happen till level 17.
| Supreme Being |
okay, now that you have the players handbook, did wizards of the coast fix the Druid, or is it still broken in the fact that I can wear metal by multi-classing?
There is a big argument thread about this on the Wizards Boards, which I find kind of silly. The PHB states... "Druids will not armor or shields made out of metal". I think that kind of sums it up. It does not explicitly say that a Druid can't wear Metal armor, but it's implied. In addition no other version of D&D has allowed Druids to wear metal armor...so no they won't wear metal armor.
Though there are no stated penalties for them to wear it, I would use DM's power to enforce them if I thought it was being abused...ie as long as you're wearing metal armor, you would probably be at a disadvantage using any Druidic abilities.
From reading that thread on the Wizards forum, I believe we'll see a lot of instances where nit-picky things like this come up, and my best answer is if you want a rule for everything play a 3.0, 3.5, or Pathfinder. I kind of like the more open and Role Playing focus of 5E.
BTW DoubleGold I'm not venting at you on this, just taking the opportunity to answer your questions, and hopefully any that follow in it's wake with the same general subject.
| Supreme Being |
All> I'd like to choose the players by tomorrow evening, so finish up your concepts and let's get rolling.
Remember...you don't need your character finished. Just an idea of who he/she is, where they're from, and what they do. We'll develop the character further through play, and won't start the "real" adventure till we're done with all that.
| DoubleGold |
okay thanks. I don't know why they did not ban it in the playtest or even state that they won't wear metal in the playtest, it kind of invited people to break the class. Not that many people would think of it.
and actually I'm not going to be in this, I don't like 5e as much as pathfinder or 3.5 for various reasons. For 1, the skill points are too much watered down, more so than 4e.
| Sai Ling |
Sai Ling wrote:If possible, Supreme Being, can you give me a rough idea of the how much magic the Arcane Trickster has at his disposal?All rogues choose a Roguish Archetype at level 3.
The Arcane Trickster gets (3) Cantrips, (3) spells known, and (2) Spell slots at level 3 going up to (4) Cantrips, (13) Spells Known, and (4,3,3,1) spell slots at level 20. Spells are limited to 4th level and chosen from the Wizards spell list. INT is the spellcasting ability.
You gain extra abilities of Mage Hand at level 3 as well including the ability to make it invisible, and use it to pick locks and disarm traps at a distance. There are some other abilities, but you'll probably have the PHB before they kick in. Spell Thief doesn't happen till level 17.
Awesome.
I should probably have figured the Archetype bit out myself.
I'll be going elf arcane trickster, and should be able to build it out as a first level easily enough, except for the background (urchin). If you can give me the proficiencies there, I can do the fluff when I get my PHB (8/19!) and stick with the background I've sketched.
| Supreme Being |
Sai Ling>
Urchin
Skill ProficiencySlight of Hand, Stealth
Tool Proficiency: Disguise Kit, Thieves Tools
Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch with 10gp.
Feature: City Secrets You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you and those you lead can travel between any two locations in the city twice as fast as your speed wold normally allow.
| Supreme Being |
Or possibly
Str 16
Dex 10
Con 16
Int 12
Wis 16
Cha 8How do you feel about multiclassing, now its optional, SB?
I don't have a big problem with multiclassing as long as there is a good reason to do so. I find that the base classes with their options cover most of the immediate needs. What were you thinking about?
| Supreme Being |
I think many of you are missing the point. This is not d20, or 4E where the choices you make about classes, races etc. define your character. With the "Bounded Accuracy" of this system, the buffs, and modifiers that these systems present just don't exist.
I know you all played "Make Believe" as a child without a rulebook...well that's what I'm looking for. Forgotten Realms is the sandbox, and whatever you imagine is the character. We'll define it after play begins, but it's going to require a paradigm shift in thinking...bonuses and stats just don't matter that much anymore.
The system, and this game in particular is much more about Who you are? instead of what you can do, or what you own.
| Vanoe'adae |
Who am I?
You can call me Vano.
I grew up in Mistshore, a place so bleak even the Waterdeep guard stayed out. I don't know who raised me, but I do know my earliest memories were of stealing food so I could eat, and hiding from those who would kill me for the crumbs in my pocket. Even when I was knee high to a halfling, there was only one thing that could stop me. Magic. I loved it. If I could have, I'd have apprenticed myself to a wizard, but that takes money, or family, or powerful friends, and I had none of that.
I had a bit of natural talent, that I could use to trick people, but I never had any training other than distracting folks at the market so I could grab a pie. The closest I ever came to studying magic was when I tried to pick a wizard's pocket. Stupid, you say? Well, he was just an old man with a funny walking stick in, and what sane wizard would go to Mistshore?
I reached in his pocket and when I found something, it grabbed me before I could grab it. The next thing I know, this wizard's looking at me with his eyes glowing, mumbling all this nonsense that I can't understand, and I swear on my life, I felt like I was floating through the stars. Then he blinks, and it's back to earth, and he lets me go.
I was about to run off, when he said, "Go to Phandalin, Vanoe'adae. Leave tomorrow."
"What's in Phandalin?" I asked. I didn't want to know how he knew my name.
"Your destiny, if you should find it," he said.
So here I am.
Work in Progress
High Elf Rogue (urchin)
Str 9 (-1)
Dex 18 (+4)
Con 13 (+1)
Int 15 (+2)
Wis 12 (+1)
Cha 11 (0)
AC 15, HD 1d8+1, hps 9
Proficiencies:
Skill: Perception (elf) Acrobatics, Deception, Stealth, Athletics, Sleight of Hand, Investigation (rogue & Urchin)
Tools: Thieves' Tools, Disguise Kit (+other tools from urchin: herbalism? Alchemy? Gaming?)
Saves: Dexterity, Intelligence (rogue)
Weapon: Longbow, shortbow, longsword, shortsword (elf) simple weapons, hand crossbow, rapier (rogue)
Armor: Light (rogue)
Expertise: Deception and Athletics
Urchin Feature: City Secrets You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you and those you lead can travel between any two locations in the city twice as fast as your speed wold normally allow.
Immune to magical sleep, advantage against charm (elf)
Sneak Attack (+1d6, 1x/round)
Cantrip: Minor Image (save Int: DC 10, requires action to save)
Leather armor, thieves tools
2 daggers (+ 4 to hit, 1d4+4 damage)
longbow +20 arrows (+4 to hit, 1d8+4 damage)
(with GM's permission, trading shortbow and rapier in for longbow)
short sword
dungeoneer's pack (backpack, crowbar, 10 torches, hammer, 10 spikes, 10 days rations, tinderbox, waterskin, 50' rope
A small knife, a map of the city you grew up in (Waterdeep), a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch with 10gp
| Bor Bersk |
It had been a long rainy day upon the road for Bor. Physically, the travel was not so difficult but mentally it was exhausting. The significance of his treasured parchment weighed on his mind often when responsibility waned. Bor welcomed the slightest interruption to his deliberations.
Just this day he had suppressed the robbery of an eloping couple and helped a merchant caravan free their carts from a particularly gripping mud pit. The travelers all showered him with praise and affection for even if he had done nothing The Bridge easily would've been recognized. Each village and farm he passed by children would run along side him. Elderly would nod approval and understanding while some would scoff at the possibility.
Regardless of whom they believed The Bridge to actually be, he had been heard of nonetheless. It often gained him a small bit of food or flower woven crown or a sword challenge by youthful adventurers who still wet their beds. He was a champion of the people and the people were grateful for such a hero.
Sometimes this gratitude was shared with a bit of information. It was such an instance that Bor learned of a gathering of magic users in a western town named Phandalin. Where there's magic there's knowledge and Bor hoped to learn the purpose of his confusing diagram.
| Supreme Being |
Hi Guys,
Roster is:
Bor Bersk
Vanoe'adae
Dorn
Kelarith
Zennor Praze Sanjust
Still room for the 6th player who should make a character follow the game, and join in when necessary, and several people have expressed interest. I'll start up the discussion and gameplay threads so we can start developing the characters and game.
Please don't post in the gameplay thread till you have your alias made.
I've got an unexpected business trip today, so won't be able to post much more till tomorrow, but you can begin discussions if you'd like.
| KyleS |
I think many of you are missing the point. This is not d20, or 4E where the choices you make about classes, races etc. define your character. With the "Bounded Accuracy" of this system, the buffs, and modifiers that these systems present just don't exist.
I know you all played "Make Believe" as a child without a rulebook...well that's what I'm looking for. Forgotten Realms is the sandbox, and whatever you imagine is the character. We'll define it after play begins, but it's going to require a paradigm shift in thinking...bonuses and stats just don't matter that much anymore.
The system, and this game in particular is much more about Who you are? instead of what you can do, or what you own.
I really hope you realize how extremely arrogant and insulting you made this sound, because it's up there for sure.
| Supreme Being |
Supreme Being wrote:I really hope you realize how extremely arrogant and insulting you made this sound, because it's up there for sure.I think many of you are missing the point. This is not d20, or 4E where the choices you make about classes, races etc. define your character. With the "Bounded Accuracy" of this system, the buffs, and modifiers that these systems present just don't exist.
I know you all played "Make Believe" as a child without a rulebook...well that's what I'm looking for. Forgotten Realms is the sandbox, and whatever you imagine is the character. We'll define it after play begins, but it's going to require a paradigm shift in thinking...bonuses and stats just don't matter that much anymore.
The system, and this game in particular is much more about Who you are? instead of what you can do, or what you own.
I'm sorry you feel that way, it certainly was not intended to do so. One problem with posting on these boards is that you intent is not always clear. I simply was imploring those interested to give it a try and think outside the box...or book in this case, and wasn't singling anyone out.
Again I apologize to anyone I insulted.
| KyleS |
Understandable. I wasn't trying to call you out on being an a-hole either lol, that's just how that post really comes off. Cause there's plenty of people, not just me, that I've seen make characters here that use the mechanics of game to make better sense of their character's background. It's not that we have no creativity or can't think outside of the book... I like that one honestly, haven't heard it before lol... But more along the lines of we want to create characters that make sense. Sure, it's easy to come up with a concept. A human fighter who was raised in a rough environment and decided to bring justice to the world. A simple concept, sure, but when you got a play set coming out that highly encourages story through mechanics, it's tough to actually flesh this fighter out without knowing all the options out there to actually make the character make actual sense.
By the sounds of this and your previous posts, I'm honestly curious as to why you're even trying to put a rule set into the equation. I get that you want role play, not roll play, which is perfectly understandable. I tell perspective players in my games that I will pass up a min/max type of character if there is a character of the same mechanical role that has a much better background. But with the culmination of this post, saying that "bonuses and stats just don't matter that much anymore" gives off that huge feeling of "Why are you asking people to create characters for a system that you're not even going to use?" If you want to create a story, then just say you're looking for people to create characters that have no stats, but have histories that fall into the 5e timeline of the Realms.
| Supreme Being |
I believe a poster named Eirikrautha put it better than I ever could in a response to a poster claiming they didn't like the new skill system, because it didn't let the players differentiate between each other.
No offense intended, but I think that this is exactly the mentality 5e is designed to shift the game away from. In 1e every fighter had exactly the same mechanics. All of them. What made your fighter different from the others was the way you played it. 1e focused on role-playing as the method of differentiating characters, not mechanics.
By the time 3.5/PF rolled around, the mechanics had been tasked with differentiating characters, which I think, paradoxically, made it harder to actual role-play the character you wanted. You can't have a character that does X unless you take ten levels of a skill or the four feat chain to make it possible. Then you have a game about building your character rather than playing your character.
5e harkens back to the older editions where mechanics wasn't used to get in the way of role-playing. I don't want a "robust" skill system... because all that does is tell me what my character can't do...
It's not that I don't want a rule system...just a less restrictive one.
French Wolf
|
Just to point out to anyone else reading these posts, scranford didn't actually come across as arrogant and insulting to me.
The way I saw it was that he just wanted us to think outside the numbers, something which many us weren't concentrating on. My opinion might be based on the fact we have gamed together for a fair few years and I know him as a class act.
For myself, I hope that fifth will be sufficiently roleplay orientated to make players think in terms of background, race and personality first and class combo second. Its hard to do when you are used to thinking about everything at once in Pathfinder.
Cheers
| Vrog Skyreaver |
are you still accepting applications?
If so, I would like to submit Tav:
The low int half-orc monk who was the terror of LFR. His tragic backstory is below:
Tav was born the son of a drow pirate queen Esmeralda (people called her the demon elf to her face, and b!$%@ queen behind her back) and her navigator, an orc by the Snowcrown. Having a child was definitely not part of her life plan, so she left him on the bartop of the first port bar she hit when she came to town, snuck out, and never looked back. Fortunately for Tav, the owner of the bar was a retired adventurer who took him in and raised him. As Tav grew, he kept getting stronger and stronger, until finally when the old bouncer died to a knife while trying to throw out an adventurer, Tav just stepped into the role and took to it with relish, keeping adventurers, pirates, slumming nobles, and other ne'er-do-wells in line.
Tav had held the job of bouncer for about 6 months when the bar that Tav worked in (The Soaring Nymph) was burned to the ground. He then took a series of bouncer jobs at taverns throughout the land (I think the default setting is the realms, so the following can be adjusted as necessary): He was the bouncer at an upscale bar in Amn, where it was discovered that rogue necromancers were using the basement as their secret cult base, He worked in a bar that catered to priests of Gond, until there was a mishap that resulted in the destruction of most standing structures within a mile of the alchemist's lab. Finally, he took a job posting at another dock side bar that ended up being devoured by the largest swarm of dire rats that anyone had ever heard of.
So Tav scours the world, looking for a normal bar to work in. In between bouncing jobs, he adventures to pay the bills.
| Eiryn Dirandul |
I'm just rolling the stats for Eiryn. She will hopefully soon join the group. Looking forward to gaming with you!
So, now comes the time to get some lucky rolls!
4d6 ⇒ (4, 6, 4, 1) = 15 --> 14
4d6 ⇒ (5, 1, 3, 2) = 11 --> 10
4d6 ⇒ (6, 3, 1, 6) = 16 --> 15
4d6 ⇒ (1, 4, 2, 2) = 9 --> 8
4d6 ⇒ (1, 1, 6, 2) = 10 --> 9
4d6 ⇒ (4, 1, 4, 3) = 12 --> 11
Not too bad I guess. I will finish the character sheet in my profile.
No, I take that back: It IS bad. Much worse than the standard scores. Well, she won't be very combat focused, I can tell you that for a fact!