The Tales of Suiviri -- The World of the Halo (Inactive)

Game Master Sebecloki


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This is Aeshuura's submission. How are we doing hp? Max at 1st then roll, or average?


Aurax Crownguard wrote:
This is Aeshuura's submission. How are we doing hp? Max at 1st then roll, or average?

max


Looks like the characters are coming along well, I'm having another thought about the setting.

It seems like no one really knows anything about this time period in Krynn, or Dragonlance in general, and I enjoy worldbuilding, so I'm thinking about just whipping up a homebrew with most of the same elements over the weekend. Is that going to bother anyone?

My current concept is to use the great wryms and other dragon gods as the pantheon, and the setting would consist in large part of dragon domains like Age of Mortals, but I'd put my own spin on it.

Great Wyrm
Draconic Pantheon


The Halfling Heritage gives a choice of one of three abilities as their "Halfling Gift": burrowing claws (burrowing, claw attack), tuft feet (expertise vs prone, ignore diff terrain), or twilight touched (darkvision, telepathy), each of which offers two bonuses. Though all cool, none really fit a Kender. Could I trade this out for the Kender Curiousity and Taunt ability offered in the Unearthed Arcana supplement "Heroes of Krynn"?


TheLastGhost wrote:
The Halfling Heritage gives a choice of one of three abilities as their "Halfling Gift": burrowing claws (burrowing, claw attack), tuft feet (expertise vs prone, ignore diff terrain), or twilight touched (darkvision, telepathy), each of which offers two bonuses. Though all cool, none really fit a Kender. Could I trade this out for the Kender Curiousity and Taunt ability offered in the Unearthed Arcana supplement "Heroes of Krynn"?

I'd prefer not to get into 'can I use X as Y" or "can I replace X with Y" at this point -- that's going to potentially raise questions about whether class abilities can be replaced, archetype abilities can be replaced, homebrew variants of races can be used etc. We can maybe revisit it later.

Did you read my last post? I'm trying to decide whether it makes sense to set this in Krynn given the general lack of knowledge about the Age of Mortals period. Do you care if I make up a homebrew world this weekend instead?


Sebecloki wrote:

Looks like the characters are coming along well, I'm having another thought about the setting.

It seems like no one really knows anything about this time period in Krynn, or Dragonlance in general, and I enjoy worldbuilding, so I'm thinking about just whipping up a homebrew with most of the same elements over the weekend. Is that going to bother anyone?

My current concept is to use the great wryms and other dragon gods as the pantheon, and the setting would consist in large part of dragon domains like Age of Mortals, but I'd put my own spin on it.

Great Wyrm
Draconic Pantheon

No issues from me. I’ll just leave the background kind of skeletonized and fill out as the world is revealed.


I'm fine with any setting the narrator wants to present. My character creation has not zeroed in on specifics that are world dependent.

I also haven't thought about a religion for Shasta. I'm thinking as a performer, she's not going to risk alienating the audience by praising or criticizing one specific deity or religion. Her alignment is CG.

She does have one background element to consider. Under her background as an entertainer, I've selected: Entertainer Connections: A noble who wants vengeance for the song you wrote about him.

I'm thinking he is a conceited noble who thinks very highly of himself but has very few redeeming features, lies a lot, and is very corrupt.

I came across a few articles on A5E people may not have seen:

Polygon article.

How Level Up: Advanced 5e Could Add More Than D&D 5.5

Edit: I would like to know what proportion of the adventure will be dungeon crawl or wilderness exploration vs. city settings. Shasta has more options in a social setting than when isolated from large populations looking to be entertained. If there will be little of the latter, I might consider adding a level or two of Rogue to give her more combat options.


I am not as familiar with the Age of Mortals as I am with the War of the Lance era. I will have to change my backstory a bit, if we stray away...

Anyway, keep us updated about your final decision. I am totally happy with your own version of Krynn!

Horizon Hunters

I think I'm quite familiar with Dragonlance and also that timeline, read all the books and have some memories left.
There's some gaps not filled by the books, but that should be manageable.

Didn't read any setting books though, but shouldn't matter.

Would like the krynn setting.
Fill out our to your wishes, as long as it gets finished and we can play ;)


Haha, So I actually started my post after your previous post about Hit Points, and so did not see the reply about a setting change until just now. It totally makes sense not wanting to shuffle things up. And if I am a halfling instead of a kender, I actually think the Twilight touched be really cool as a priest/friar-esque character.

I like Dragonlance, but my exposure is from the War of the Lance era. I was going to need to do some studying to learn about Age of Mortals. I would be totally up for a homebrew settting. I just glanced over the dragon deities, and they're definitely some cool ideas I can play with (current ideas include Tamara or Hlal, or possibly Null as the "Guardian of the Lost").


So, the issue with saying "Familiar with War of Lance" is that the Age of Mortals, as I tried to outline in the first prompt is extremely different:

No dragon armies (replaced by dragon overlords who have dragon-corrupted servitors they make by sacrificing draconians)
No high wizards/towers of high sorcery/lunar magic (elemental ambient sorcery)
No gods
Large parts of the continent have been magically terraformed by the Dragon Overlords, so whole regions don't exist in the same form, or exist at all anymore (like the Kender home was torn up by Malystryx when she created the Desolation, and that's just one example).

There are a few of the same characters kicking around, but it's very different. I'm enamored of it because I bought and read, and still own, the SAGA box from 1996, and really liked the tone and concepts, as well as the art work. Myself, that's what I'm familiar with in terms of Dragonlance, as opposed to the War of the Lance. The Age of Mortals has a lot of issues coming to it with the preconceptions of the War of the Lance as would be the case moving from 2e FR to 5e FR -- many years, difference, many (maybe even most) characters are not alive anymore, whole regions have been changed/terraformed/no longer exist, etc.

I'm bringing this up because I'm anticipating that it's going to derail the game if there are constant issues where someone posts something and I have to say "actually that doesn't exist anymore in this time period" or "that character is actually dead" -- "please go back and retcon whatever". Either that and ignore it, and we end up with a confusing mishmash of time periods that have totally different assumptions.

Since it sounds like only one player is familiar with this time period and the war of souls period that comes after it, it will be smoother if I just make up something with the same basic plot elements (dragon overlords, terraformed dragon domains and dragon servitors, etc.) -- I can get it together on a campaign page in the next few days. I can work in any ideas you have into the lore -- we'll kind of build it out as we go.

For the question about the module type the first module I'm using (though I'm making adjustments) is this one: The Burning Goblins. The set up is that you start in a small town and the daughter of a townsperson is abducted by goblins. You have to pursue the goblins and save the daughter -- it's a mix of wilderness random encounters and several dungeons. I can work in something more socially focused for later adventures, but the first one is definitely not a social/intrigue model, so any rebuilding anyone wanted to do should keep that in mind.

Horizon Hunters

What I can't remember is stuff about elves in age of mortals. Need to look that up.

Horizon Hunters

Oh didn't see that post.

Either im confusing this with war of souls or there is one God, but hidden?

As for the time differences, it's always safe to not make assumptions or tie ins with famous characters or other stuff until worked out with the GM.
That should work and be safe.
Actually it should be great for the game, because it gives so many story books and plots.

I have some questions and would write you about it Sebecloki.


Well, for my case, the one NPC referenced is already dead (since the Dragons of Winter Night book), but he was buried with honors, despite his actions directly leading to the death of many knights. Aurax just is constantly trying to make up for that black mark, despite the Knighthood not releasing such information to the public.

That is why I took the Devotion Destiny. Aurax is constantly trying to make up for the lives lost due to his cousin's arrogance...


Aeleni wrote:
What I can't remember is stuff about elves in age of mortals. Need to look that up.

They've been conquered by Berylinthranox; the sea elves are under the rule of a sea dragon overlord.

The 'one god' is the Shadow Sorcerer in the early part of the Age of Mortals, before they reveal themselves to Mina.

Horizon Hunters

@shasta lux thanks for the links. Really interesting and didn't know that.


Was Age of Mortals the Dragons of Summer Flame book?


Dragons of summer flame is the chaos war. This is after that.

Part of the deal to get rid of Chaos involves the gods having to disappear as well -- it's later revealed that Takhisis stole Krynn and put it in another part of the universe, and was actually active as the Shadow Sorcerer during the early part of the Age of Mortals. This all gets dealt with in the War of Souls period novels. That's the 'one god but hidden part' -- the One God that Mina contacts is Takhsis. Mina also has a divine spark within her, and later becomes a god herself. I'm familiar with the early part of this period, before all the gods come back after Takhisis is killed again, when the Dragon Overlords are still ruling -- the setting depicted in the 1996 SAGA system box set. They're basically all killed in the subsequent fiction, and a lot of the setting reverts to something more like the War of the Lance period.


I’m coming into this absolutely cold to Dragonlance as a setting, so I have just as much investment into it as I do your homebrew setting. I’m happy to play and learn in each. I’m glad to see the answer to Shasta’s question regarding the gameplay, as I’ve built a lot of my character around mounted combat (not everything) since it got a little bit of an overhaul from base 5e. It sounds like there should be some opportunity to at least occasionally use it as a mechanic in this module, so no rebuilding necessary as far as I guess.

I’m Im working nights the remainder of the week, so I should have the chance to get my computer out and get the alias set up. Working cold with the Paizo forums I don’t have much in the way of templates set up. Should be complete within a night or two though.


Okay, thanks. That must mean it was nigh on 15-20 years after the War of the Lance...

Anyway, as stated before, I will adapt to whatever you choose!


Hero Forge

There's a custom mini design program here -- I'd like every to use it to make an image of their PC and then make a token here: VTT token maker

I can even make the token if you can just send me the image you designed in hero forge.


Aurax' Token


Okay -- I've been pondering some ideas for a setting, let me know what everyone thinks

There was a great war between four empires

the Evil Elves -- villainous high elves that worshipped the 'goblin' pantheon; dark knights, sorcerers

the Good Goblins -- goblins that worshipped the 'elven' pantheon -- noble elementalists and archers and druids

Good Kobolds -- allies of the metallic and gem dragons -- mystics and psions are among their number. Worshipped Garl Glittergold and other 'gnome' gods.

Evil Gnomes -- an alliance of illusionist/shadow magic masters and svirneblin earth elementalist and dark druids, a limited number of half-chromatic dragon sorcerers and similarly-aligned evil kobolds. Worshipped Kurtulmak and other 'kobold' deities.

Different human kingdoms were allied with different ones of these factions.

The end of the war of these four great powers ended with the death of the gods when one of the gnome warlocks opened a doorway to Outer Chaos in the process of casting dangerous magic -- the squamous lords of this realm were only defeated by an agreement that both they and the gods would depart the world.

In the wake of this event, the world came under the domination of ancient dragons, who tapped into the elemental wells of the planet and raised themselves to a divine status by conquering and gaining the worship of the genies that once ruled the various elemental planes.

The current state of the world is a collection of united human realms and the remnants of the former empires, all pinched between the immense realms of the various dragon gods, their children, and the draconic councils that exercise rulership over the dragon fiefdoms. The area you'd begin would be one of the border reaches on the edge of a draconic realm -- something like Two Rivers in Wheel of Time, a town that's theoretically part of a kingdom, but exists in a border region that is fairly isolated.


Draft Map of the Continent of Dhal-Thar


Rats, I finally got a concept too late it seems. I'm considering a Warlock, going with the ever-so-fun combination of the Undead & The Alienist. The idea was to have tapped into the mind-tendrils of on of those ancient, otherworldly things that had "died" in the war. Not capable of true death, it seized upon my poor archeologist's mind and "blessed" him with power. He has been on the run since then from this god's followers and those who would seek to use his power.

If you get space later on, let me know!


KingHotTrash wrote:

Rats, I finally got a concept too late it seems. I'm considering a Warlock, going with the ever-so-fun combination of the Undead & The Alienist. The idea was to have tapped into the mind-tendrils of on of those ancient, otherworldly things that had "died" in the war. Not capable of true death, it seized upon my poor archeologist's mind and "blessed" him with power. He has been on the run since then from this god's followers and those who would seek to use his power.

If you get space later on, let me know!

I think we have 5 right now

Hayato Ken
BodaciousGaming
Aeshuura
The Last Ghost
Clebsch73

So we could have 1 more. Go ahead and get your character together if you're making one, I want to start next monday or tuesday and get this moving.

Is undead a subclass?


Alienist is the A5E subtybe, Undead is the 5e Subclass.


I finally got the alias complete for Jiminy. I swapped up the archetype from Warden to Beastmaster because strangely it seemed like the mount benefitted more from it. Other than a few minor modifications I expect this to be close enough to how I envision Jiminy to call him complete. This is my first Paizo alias so please let me know what else might be wanted in the profile.

Horizon Hunters

Sebecloki wrote:

Hero Forge

There's a custom mini design program here -- I'd like every to use it to make an image of their PC and then make a token here: VTT token maker

I can even make the token if you can just send me the image you designed in hero forge.

I'll do that next week since I'm on mobile phone atm only.

Horizon Hunters

KingHotTrash wrote:
Alienist is the A5E subtybe, Undead is the 5e Subclass.

I'm doing an alienist hexblade warlock.

Not completely decided on every detail yet, but just for you to consider so we don't step on each other's toes to much.
Right now I have a hand crossbow with the respective features.


I'm redesigning Shasta to have just 3 levels of bard and adding 2 levels of adept.

I have a general question about adding skill and tool proficiencies, when an class or feat gives one a choice of skills or tools.

In some cases, you are just told you can add a skill proficiency. Others say you can add a skill proficiency and add that if you already have a skill proficiency, you can add an expertise die instead. Still others say if you add a skill proficiency that you already possess, you may instead add a skill specialty.

In cases where it doesn't give the option of adding an expertise die or specialty if you add a proficiency you already have, can we assume we may do one or the other, or must we follow the rule as written?

As one example, Shasta gains the performance proficiency from her background (Entertainer).

Later, her Adventuring Trick Profitable, it gives proficiency in performance, but says if you already have proficiency in performance, you instead add an expertise die.

Then the Minstrel archetype allows taking proficiency in Performance and again specifies you can add an expertise die if you already have performance. In this case, does the expertise die go from being d4 to d6? Or do you only get one expertise die per skill or tool proficiency?

As another example, the bonus sub-class College of Entropy just grants skill proficiencies in Acrobatics and Athletics. If Shasta already has proficiency in either, can she take an expertise die?

Can one gain an expertise die with a tool if one selects proficiency with the tool a second time?

It will take me a day or two to modify the profile but I should have it ready by the weekend. Then I'll work on background.

The history ideas sound fine to me.

It sounds to me as if the following languages may be useful: goblin, Kobald, Gnome, Elvish, and Draconic. Are there others that would be useful to know for getting on in the area where things begin?


Aeleni wrote:
KingHotTrash wrote:
Alienist is the A5E subtybe, Undead is the 5e Subclass.

I'm doing an alienist hexblade warlock.

Not completely decided on every detail yet, but just for you to consider so we don't step on each other's toes to much.
Right now I have a hand crossbow with the respective features.

Ah phooey then, I must've missed that while reading. I find 5th edition has way too much toe-stepping so I'll consider something else if there is anything else I want to play before the game starts. <3


The map never loads when I click on it (using Chrome Browser). I find the best way to share maps is through Google Drive. Make a Google Drawing, past your map into it. Then see the Share options to get a link that allows people to view the document. For battlemaps, the link can be set to give everyone editing rights so they can move their character icons around. The only drawback is you cannot move a map icon from a phone touch screen, usually.


Shasta Lux "Lucky" wrote:
The map never loads when I click on it (using Chrome Browser). I find the best way to share maps is through Google Drive. Make a Google Drawing, past your map into it. Then see the Share options to get a link that allows people to view the document. For battlemaps, the link can be set to give everyone editing rights so they can move their character icons around. The only drawback is you cannot move a map icon from a phone touch screen, usually.

Firefox browser is the best way to see pngs and jpegs. I know how to use google, it just doesn't work for the stuff I'm using because it resizes everything, which ruins the DPI.

I'm going to be making up the battlemaps and sharing them as images like I showed in the first recruitment post -- my experience is that players don't actually make or move their icons consistently to where it's workable to expect them to do that and keep the game moving, so I'm just taking over and doing it myself.

The other option besides me doing it and uploading images like this is Foundry -- which would involve everyone making accounts and learning how to use the site. I'm not going to use google when I have an account for a real VTT I can upload stuff to.


Shasta Lux "Lucky" wrote:

I'm redesigning Shasta to have just 3 levels of bard and adding 2 levels of adept.

I have a general question about adding skill and tool proficiencies, when an class or feat gives one a choice of skills or tools.

In some cases, you are just told you can add a skill proficiency. Others say you can add a skill proficiency and add that if you already have a skill proficiency, you can add an expertise die instead. Still others say if you add a skill proficiency that you already possess, you may instead add a skill specialty.

In cases where it doesn't give the option of adding an expertise die or specialty if you add a proficiency you already have, can we assume we may do one or the other, or must we follow the rule as written?

As one example, Shasta gains the performance proficiency from her background (Entertainer).

Later, her Adventuring Trick Profitable, it gives proficiency in performance, but says if you already have proficiency in performance, you instead add an expertise die.

Then the Minstrel archetype allows taking proficiency in Performance and again specifies you can add an expertise die if you already have performance. In this case, does the expertise die go from being d4 to d6? Or do you only get one expertise die per skill or tool proficiency?

As another example, the bonus sub-class College of Entropy just grants skill proficiencies in Acrobatics and Athletics. If Shasta already has proficiency in either, can she take an expertise die?

Can one gain an expertise die with a tool if one selects proficiency with the tool a second time?

It will take me a day or two to modify the profile but I should have it ready by the weekend. Then I'll work on background.

The history ideas sound fine to me.

It sounds to me as if the following languages may be useful: goblin, Kobald, Gnome, Elvish, and Draconic. Are there others that would be useful to know for getting on in the area where things begin?

The general rule with character building for 5e (and it seems for A5E as well is that when a feature gives you a skill or tool proficiency that you already have, you may instead take another proficiency of the same kind (skill for skill or tool for tool). In A5E specific instances overrule that and allow you to do any of the different examples you mentioned with adding an expertise die or skill specialty instead of gaining a different proficiency.

In A5E the general rule is that any time a feature allows you to add an expertise die to a role more than once, you only ever role one die. That die just goes up one size for each instance of the extra expertise. In Jiminy’s example: he has proficiency in Medicine from any number of his origin features, and gains an expertise die in Medicine checks from the surgical combatant feat. The third bullet of that feat is that he gains an expertise die in checks to diagnose the cause of or treat wounds. So generally he gains a 1d4 expertise die to all medicine checks, and that die goes up to 1d6 for the instances of diagnosing or treating wounds.

It’s worth noting the difference between A5E and O5e with regards to the term expertise. O5e treats the term expertise as being able to double your proficiency bonus on a skill. It never stacks and it affects your passive scores as well because it is static. It was also originally only a bard and rogue ability that was later expanded to other classes through feats and variant class abilities published in splat books. It’s Seb’s prerogative, but I’d probably rule that any instances encountered of the old expertise mechanic simple add the A5E expertise die instead.


Pathfinder Adventure Path Subscriber
KingHotTrash wrote:
Aeleni wrote:
KingHotTrash wrote:
Alienist is the A5E subtybe, Undead is the 5e Subclass.

I'm doing an alienist hexblade warlock.

Not completely decided on every detail yet, but just for you to consider so we don't step on each other's toes to much.
Right now I have a hand crossbow with the respective features.
Ah phooey then, I must've missed that while reading. I find 5th edition has way too much toe-stepping so I'll consider something else if there is anything else I want to play before the game starts. <3

You can still do one of your want to.

I might switch to the fey /dreaming thing instead of alien ist. Already have 30 feet telepathy. Need to read the stuff again, but only on mobile with limited time until next week.


Suviri -- World of the Halo, Player's Guide (Draft)

Here's a draft of a brief player's guide I'm working on. I'm not going to go into excessive detail before we start and try to build up fluff naturally in the course of the game.


I guess that this is an appropriate place to ask, but since A5E is such a deviation from core O5e in the mundane and magic item crafting realm I figured I'd ask.

Has anyone created their character with crafting or gear maintenance in mind? I don't know if it's something to be anticipated, but refreshing myself on the rules I thought it'd be prudent to ask. I'm not so concerned about it that I'd want to rebuild Jiminy to include it, but I might have it in mind for a backup character.


Not I, though because I get a follower, I was intending for my follower to be a squire for maintenance purposes.

Horizon Hunters

Ok i have several questions:
- whats the focus here, worldbuilding,Open world rp or an Adventure?
- i Wolldecke like to comment on the Players Guide but there is no was im gonna do this before im back home on POV
- iPads really suck


Aeleni wrote:

Ok i have several questions:

- whats the focus here, worldbuilding,Open world rp or an Adventure?
- i Wolldecke like to comment on the Players Guide but there is no was im gonna do this before im back home on POV
- iPads really suck

I'm hoping for about a 50/50 mix or 40/60 mix combat and rp.


Just trying to recap to get an idea of the party:

Aeleni- Elven ranged hex blade warlock
Shasta- Human bard/adept
Aurax- Human Marshal
Jiminy- Human Martial/Ranged Ranger (likely fighter MC later)

I saw a couple other people post their interest and/or preliminary character concepts. Anything else concrete?


@Jiminy: thanks for the info on proficiencies.
Shasta has no item creation abilities.

I'm working on revising Shasta's profile for the Bard/Adept version I've prepared. I'm using as a model the example character that the A5E SRD presented as their example of the character creation process, Urthek. There is one number there that I'm not sure how to calculate.

Near the top it has Maneuver DC and then Spell DC. I can't find anything explaining Spell DC. I know how to create it for a spellcaster's spell DCs but this seems to be something more general.

Regarding proficiencies: The rules say if you use a tool with which you have a proficiency, you add the proficiency bonus to the roll. If the tool is being used as part of a skill check, such as giving a performance (a skill you have proficiency in) with a violin (a tool you have a proficiency in), how does the tool proficiency combine with the skill proficiency?

The Battle Hymn ability of the bard states "Once activated, a battle hymn continues until you lose concentration or the start of your next turn." Does this mean it lasts at most until the start of your next turn, but might end earlier if concentration is broken? Or does it last as long as you are concentrating, beyond the start of you next turn? I suspect the former, but I'd like to know for sure.

I am working on updating the profile. I still have to go back through the equipment purchases.


Shasta Lux "Lucky" wrote:

@Jiminy: thanks for the info on proficiencies.

Shasta has no item creation abilities.

I'm working on revising Shasta's profile for the Bard/Adept version I've prepared. I'm using as a model the example character that the A5E SRD presented as their example of the character creation process, Urthek. There is one number there that I'm not sure how to calculate.

Near the top it has Maneuver DC and then Spell DC. I can't find anything explaining Spell DC. I know how to create it for a spellcaster's spell DCs but this seems to be something more general.

Regarding proficiencies: The rules say if you use a tool with which you have a proficiency, you add the proficiency bonus to the roll. If the tool is being used as part of a skill check, such as giving a performance (a skill you have proficiency in) with a violin (a tool you have a proficiency in), how does the tool proficiency combine with the skill proficiency?

The Battle Hymn ability of the bard states "Once activated, a battle hymn continues until you lose concentration or the start of your next turn." Does this mean it lasts at most until the start of your next turn, but might end earlier if concentration is broken? Or does it last as long as you are concentrating, beyond the start of you next turn? I suspect the former, but I'd like to know for sure.

I am working on updating the profile. I still have to go back through the equipment purchases.

Your Spell DC is just the DC for your class’ spellcasting. It’s unchanged unless a feature or item adjusts it. O5e avoided things that conditionally changed your DC for simplicity, but I seem to recall occasionally coming across features the conditionally affect your DC for both martial and spellcasting abilities.

With regards to proficiencies, a lot of it is dependent on what the narrator asks for. I don’t know if Pathfinder generally just has players saying “I’m going to roll x, y, or z”. In 5e the expectation is that players simply tell the narrator what their character does and the narrator asks for a roll if it’s needed. That’s obviously applied differently based on the table, but in 5e the onus is on the Narrator calling for checks.

It’s also worth noting here that in 5e skills aren’t hard wired to a particular ability score. The classically listed example is strength being used for an intimidation check versus charisma when the barbarian is dangling the crime boss’ underling over the chasm while demanding answers. I’ve also asked for Charisma (Investigation) checks before when searching bars and taverns for a particular person or answer.

In the instance of a violin being used as part of a performance check when proficiency is had with both, I think the narrator would give a different answer based on whether they were playing O5e or A5E. O5e would simply give the guidance to the DM that they should give advantage to the roll for having both. A5E (I personally think) is a little more elegant with their expertise mechanic, and I think the narrator would be right in awarding an expertise die to the roll for that combination of skills and tools. They wouldn’t be wrong in simply awarding advantage though, or even both. A lot of it is left in their purview. This is the quote from the Adventurer’s Guide:

“ When a character attempts an ability check, the Narrator may decide that a specific skill is relevant to the check. If a character is proficient in that skill, they may add their proficiency bonus to their ability check. For instance, if a character is attempting to fool a palace guard, the Narrator might call for a Charisma check using the Deception skill. For this ability check, a character proficient in the Deception skill may add their proficiency bonus to their ability check. A character not proficient in Deception simply makes a Charisma check.
Any skill can be used with any ability check, although some pairings are more common than others. For instance, the Deception skill is commonly used with Charisma ability checks, although a character who is attempting to encode a written message might instead make an Intelligence check using the Deception skill.
Sometimes the Narrator will ask for an ability check using a certain skill: for instance, “Make a Charisma (Deception) check.” Other times, a Narrator may ask for an ability check, and a player might ask whether one of their skills applies to the check. The Narrator is the sole arbiter of which skill, if any, applies to an ability check. The rules sometimes refer to a check with a skill but no ability specified—for example, “Your character has advantage on Deception checks.” This refers to all ability checks using the Deception skill regardless of which ability score is used.”

With regards to the Battle Hymn of the Bard, I read it to mean that you activate a Battle Hymn at the start of your turn with no action required to activate it. As long as you haven’t targeted a creature to benefit from it, you can choose to keep it going for free at the start of your turn. Until you reach level 5 in Bard you have to use your concentration to keep the Battle Hymn up, just as if you were concentrating on a spell. What’s not clear is whether targeting a creature requires any sort of action economy. Generally these kinds of effects that take place on or off your turn in response to other effects require your reaction. But without being stated it seems free to use. I tried combing through their discord rules channel and couldn’t find a great answer. This is the verbiage used in the Adventurer’s Guide:

” Once at the start of your turn, you can activate a battle hymn by expending a use of Bardic Inspiration (no action is required). Performing a battle hymn requires your concentration, as though you were casting a spell. Once activated, a battle hymn continues until you lose concentration or the start of your next turn.
The number of battle hymns you know are listed in the Battle Hymns Known column of the Bard table.
Whenever you gain a bard level, you may swap one battle hymn you know for a new battle hymn.
Audience. Unless stated otherwise a battle hymn does not have a target until you choose one, and each targets a single creature within
30 feet. You may choose to target a creature at any point, but after targeting a battle hymn its target cannot be changed.
Sustained Song. When you have an activated battle hymn but have not chosen a creature to benefit from it yet, at the start of your turn when it would end you can instead choose to sustain the battle hymn until the start of your next turn without expending a use of Bardic Inspiration.”

I’ll ask the question in the rules discord and if that answer comes back different I’ll let you know. *Edited to add that the rules Discord seems to agree with this assessment*


I ended up taking the sewing kit as a proficiency for light and some medium armor maintenance.

Also don’t forget with multiclassing that ability score improvements are tied to class levels, while proficiency bonus is tied to overall character level. It’s something that’s commonly overlooked.


@Jiminy: again thanks for the detailed review of the rules.

The reason I asked about the Spell DC is that in the example, the character had Spell DC 11 near the top, but in the section on Bard spells, it had Spell Save DC 15, leading me to think these are different.

I read the section on concentration and it seems in this system, one can maintain concentration as long as one doesn't cast a spell or some different action that requires concentration or have concentration disrupted by injury or jostling. It seems one could even be making attacks and maintain concentration. I'm used to Pathfinder where a spell that requires concentration doesn't allow one to do much of anything else except move.

The narrator roll requests makes sense. In d20 style games, players can roll a skill check, since the ability mod is tied to the skill. It may slow the game down if players have to ask the GM which type of roll to make to do something straightforward, wait for a reply, and then make the roll. I guess in this system, the player would perhaps roll the d20 and the GM could then look at proficiencies and choose what modifiers to add and perhaps roll an expertise die. It is certainly a more flexible system and much easier to use when creating a character. I hate having to keep track of skill points spending, and really hated the different results of spending skill points on cross-class skills versus class skills in 3.5E type systems.

@Narrator: Shasta's profile and equipment list is complete. I've also got a fillable pdf A5E character sheet I found online that I'll make available through my Google Drive. I can't remember where I located it, but its file name is Level_Up_CharSheet_BW_fillable-2.pdf.

I'll work on background over the rest of the weekend. I'll keep it generic and then once we get familiar with the setting, I may make some minor changes.


Will the game include a way for every character to meet for the first time, or should we assume everyone is already part of an adventuring group?


I am building a halfling cleric, healer type. Still playing around with a5e class archetype and 5e archetype, with a couple different combinations depending on which God I end up selecting from the dragon pantheon. I should have it finalized in the next 24 hours and posted.


Shasta Lux "Lucky" wrote:

.

The reason I asked about the Spell DC is that in the example, the character had Spell DC 11 near the top, but in the section on Bard spells, it had Spell Save DC 15, leading me to think these are different.

I read the section on concentration and it seems in this system, one can maintain concentration as long as one doesn't cast a spell or some different action that requires concentration or have concentration disrupted by injury or jostling. It seems one could even be making attacks and maintain concentration. I'm used to Pathfinder where a spell that requires concentration doesn't allow one to do much of anything else except move.

I think that is a misprint on the website. The DC they have listed as Spell DC should more correctly be listed as Breath Weapon DC, which is Constitution based.

Concentration in 5e has no specific actions you can’t do while concentrating. It’s only requirements is that you can only concentrate on one effect that states it requires your concentration. Some actions require your concentration, like Readying a spell (even the spell itself doesn’t require concentration), but those interactions are not that common.


@Seb
Thinking of Shasta's background, I'm presuming there is a human group that has been displaced from its homeland and has evolved into a nomadic culture. The closest parallel to our history would be the Rom (sometimes called Gypsies), living in wagons and traveling across countries of Europe.

Do you have something like that in mind already, or could I fill in the human part of the population with a group fitting this description?

Given that the area was recently ravaged by wars, it seems a likely reason for a group to become uprooted. How long ago were the wars that are mentioned in the historic overview?

I'm thinking the group, like the Rom, may be distrusted wherever they go due to a willingness to resort to crime when necessary to get food for families as well as ordinary prejudice toward outsiders. The group is colorful, free-spirited, loving music, dance, and storytelling.

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