| GM - Obermind |
Hey everyone,
I have been wanting to try my hand at DMing a 5e game again, but since it has been a long time since I've seen one around the Paizo boards, I am wondering if there would be interest in it.
Just planning to start with a simple one-shot, maybe something from Adventurers League just to get the ball rolling. Or some other short scenario. I am not a master of 5e at all, so rules would be 2014 and using the PHB only. Standard Array or Point Buy - still not decided. Keeping things simple and straightforward.
The game would also aim at exploring the 5e ruleset a bit, so I can learn its ins and outs, understand how well it fits PbP (from what I have seen it is WAY less tactical than PF, which could be a good thing for this medium), how classes, abilities, monsters, mechanics, etc, all work together - so please expect some experimentation, and rules discussions every once in a while :D
A note about pace - one post per day would be the expectation. I find it is the minimum required to run a consistent PbP.
That is it in a nutshell - whether you’re a 5e veteran looking for a light game or a Pathfinder player curious about 5e, all are welcome.
Let me know below if you’d be interested.
Thanks!
| GM - Obermind |
I also like rolling, but it can create serious discrepancies between characters - someone will roll very high while someone rolls very low, and then you have some measure of dissatisfaction between players, which I would like to avoid.
Then the DM ends up coming up with artificial measures to make everything more balanced and everyone more happy.
When games are more high lethality (like old school D&D) and/or when ability scores matter less (like S&W where most ability score bonuses do not go past +1) I more easily accept dice rolling for ability scores (perhaps something like we discussed before, rolling three sets, etc), but I using rulesets like PF or 5e, I am more inclined toward arrays or point buy.
That being said, if people prefer, we can of course do rolls.
| GM - Obermind |
As I continue reading the 5e PHB to get re-acquainted with the rules, an update on character generation - we will probably use the following method:
VARIANT: CUSTOMIZING ABILITY SCORES
You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.
Ability Score Point Cost
Score > Cost
8 > 0
9 > 1
10 > 2
11 > 3
12 > 4
13 > 5
14 > 7
15 > 9
(Sorry Daniel, no rolling this time :P)
| Oceanshieldwolf |
Unless 5e is more generous with stat derived modifiers, that looks...s#!%e.
So you could have 15, 15, 15, 8, 8, 8 if you wanted to min/max, but being unable to have a 16, 17, or 18? Is this even DnD?!?! I mean, sure...there are racials...but...sheesh. And if you want "no penalties" you are constrained to 14, 14, 14, 10, 10, 10.
I mean, if those are the rules you are going with I'll abide, but it is kinda shocking.
| Dreaming Warforged |
Unless 5e is more generous with stat derived modifiers, that looks...s$&~e.
So you could have 15, 15, 15, 8, 8, 8 if you wanted to min/max, but being unable to have a 16, 17, or 18? Is this even DnD?!?! I mean, sure...there are racials...but...sheesh. And if you want "no penalties" you are constrained to 14, 14, 14, 10, 10, 10.
I mean, if those are the rules you are going with I'll abide, but it is kinda shocking.
What would you prefer instead?
(I'm ok with the point-buy system presented.)
| GM - Obermind |
Unless 5e is more generous with stat derived modifiers, that looks...s%+!e.
So you could have 15, 15, 15, 8, 8, 8 if you wanted to min/max, but being unable to have a 16, 17, or 18? Is this even DnD?!?! I mean, sure...there are racials...but...sheesh. And if you want "no penalties" you are constrained to 14, 14, 14, 10, 10, 10.
I mean, if those are the rules you are going with I'll abide, but it is kinda shocking.
Hmmmm not sure I agree with your 's%+!e' assessment, but lets give it a try and see how it works out.
Taking into account most racials are +2 to an ability score and +1 to another, you can easily get a spread like:
14+2 = 16 (+3 bonus) - costs 7
15+1 = 16 (+3 bonus) - costs 9
12 (+1 bonus) - costs 4
12 (+1 bonus) - costs 4
11 (NA) - costs 3
8 (-1 penalty) - costs 0
Or
14+2 = 16 (+3)
13+1 = 14 (+2)
14 (+2)
12 (+1)
12 (+1)
8 (-1)
Both seem pretty decent to me?
---
Also remember you add your proficiency bonus (starts at +2) to a LOT of the stuff you roll:
- Attack rolls using weapons you're proficient with;
- Attack rolls with spells you cast;
- Ability checks using skills you're proficient in;
- Ability checks using tools you're proficient with;
- Saving throws;
- Saving throw DCs for spells you cast;
| Oceanshieldwolf |
Oceanshieldwolf wrote:Unless 5e is more generous with stat derived modifiers, that looks...s++#e.
So you could have 15, 15, 15, 8, 8, 8 if you wanted to min/max, but being unable to have a 16, 17, or 18? Is this even DnD?!?! I mean, sure...there are racials...but...sheesh. And if you want "no penalties" you are constrained to 14, 14, 14, 10, 10, 10.
I mean, if those are the rules you are going with I'll abide, but it is kinda shocking.
What would you prefer instead?
(I'm ok with the point-buy system presented.)
Well, I've never liked point buy, but I used it for most of PF1, and in PF2 it doesn't make a lot of sense to roll.
I prefer to roll.
But as I said, if this is GMO's will, I will abide.
| GM - Obermind |
My mountian dwarf cleric odea gives me using a calculator
Str15, dex 13 Con14, Int 10, wis 15 cha 10 equals 27 with 9 in Wis as the highest
.
.Str 13+2 = 15 (5 points)
Dex 13 (5 points)
Con 12+2 = 14 (4 points)
Int 10 (2 points)
Wis 15 (9 points)
Cha 10 (2 points)
Yep, looks good to me!
| GM - Obermind |
What gods are we using? Dawn War Relams, One of the Real World Pantheons, ect.
We are using the gods of the Lost Lands!
Check here, and pick one from the Foerdewaith/Hyperborean Pantheon.
This is a sample of 10 of the most worshipped and well-known gods in the region:
Thyr (The Lawgiver): The god of law, justice, and wise rule. Though his influence is slowly decaying as other faiths rise, he remains the most prominent and influential deity in the Borderland Provinces
Mitra (Sun Father): A rising god of law, justice, and the sun. Mitra is rapidly becoming the predominant sun god in Foere and Bard's Gate, supplanting the older worship of Solanus
Solanus (Goddess of the Sun and Healing): Long considered the "real" goddess of the sun in the West. Her church is currently in a state of bad decline due to the rise of Mitra, but she remains a major figure in the traditional Hyperborean pantheon
Jamboor (God of Magic, Knowledge, and Death): The predominant god of knowledge across most of the provinces. His priests, the Jamboorites, are known for their bone-reading oracles and their roles as advisors to rulers
Muir (Goddess of Virtue and Paladins): The twin sister of Thyr and a fabled goddess of martial valor. While her formal worship has eroded significantly in recent centuries, she is still widely known as the tireless foe of evil and undead
Ceres (The Revered Mother): A greater goddess of healing, mercy, and the home. She is a foundational member of the Hyperborean pantheon and is frequently turned to by common folk to avoid famine or natural calamities
Freya (Goddess of Love and Fertility): One of the most popular deities in Akados. She represents the cycle of death and rebirth and is often worshipped by farmers for a bountiful harvest
Archeillus (God of Rightful Rule): The protector of nobility and legitimate bloodlines. He gained significant traction among the invading Foerdewaith barons and remains a primary patron for the ruling class
Kamien (Sparkling Maiden): The goddess of rivers, streams, and springs. She is widely worshipped by the peasantry and riverfolk (the Gaeleen) who rely on the waterways for travel and trade
Telophus (Lord of Crops and Seasons): The embodiment of the changing seasons. He is an uncaring deity whom farmers must appease to hold off early frosts or ensure a spring thaw
| GM - Obermind |
Oooooo!!! Now I am even more excited to play!! Will being a Dragonborn still be OK, or should I change race...not a big deal for me I just choose Dragonborn to be different...lol
That actually raises a very interesting question :)
I do not usually limit races, but I do think the Dragonborn are not a great fit in the Lost Lands - if you want to play one we can find a way though. Let me know!| GM - Obermind |
Ok, I think I have it figured out: Human (Variant) Bard
STR 8
DEX 14 (13+1)
CON 14
INT 12
WIS 10
CHR 16 (15+1)I was thinking of taking the feat Inspiring Leader. How does that sound? Happy to explore other races if needed. I just thought the feat would be both flavourful and useful.
Sorry Dreaming Warforged, no Variant Humans. Hope that is ok? Want to keep it as simple as possible to start with.
| Dreaming Warforged |
Dreaming Warforged wrote:Sorry Dreaming Warforged, no Variant Humans. Hope that is ok? Want to keep it as simple as possible to start with.Ok, I think I have it figured out: Human (Variant) Bard
STR 8
DEX 14 (13+1)
CON 14
INT 12
WIS 10
CHR 16 (15+1)I was thinking of taking the feat Inspiring Leader. How does that sound? Happy to explore other races if needed. I just thought the feat would be both flavourful and useful.
No problem. Half-Elf ok then?
| Dreaming Warforged |
I wrote a few notes about the tale of Gylwinth: what unlocked her power and explains her trajectory. Let me know if it wouldn't work well with what you have in mind.
Gylwinth's Tale
Gylwinth’s vision suddenly blurred as the trap clapped loudly down and the noose around her neck whooshed tighter. Her luck had definitely run out. The hangman had rejected her request for a hood, and left no slack in the rope, and no hope for a quick death. He also made sure to pay the usual urchins to stay away and not pull on her dangling, slow-dying legs.
Death slid around her throat so slowly…
In the distance, she could just make out the dark edge of the forest. In its shadows, her past offenses seemed to dance around the trees: scenes of larceny, violence, and mischief. And above the forest, a slow crimson moon rising lit up the dark sky. She heard a voice scratch in her mind, just as a large raven perched itself on the gallows, eyeing her snack-shaped bulging eyes.
*Had enough?* The voice laughed.
Her mind on fire, she silently screamed she did.
*Will you serve me then? Give your life to me? Hunt for me? And bring light to darkness?*
"Yes! Yes!" Her empty lungs pushed.
And so the pact was sealed. The raven landed on Gylwinth’s head and the rope snapped from its weight.
Daniel Stewart
|
OK..here is my human fighter for your approval. I think I got him sorted. I can do a background if I know where in the Lost Lands we might be starting.
Halister Lodd
Human Fighter 1
CLASS & LEVEL: Fighter 1
SPECIES: Human
BACKGROUND: Soldier
XP: Milestone
ABILITY SCORES
STR: 16 (+3)
DEX: 15 (+2)
CON: 16 (+3)
INT: 10 (+0)
WIS: 10 (+0)
CHA: 9 (-1)
Proficiency Bonus: +2
Ability Save DC: 12
SAVING THROWS
Strength: +5
Dexterity: +2
Constitution: +5
Intelligence: +0
Wisdom: +0
Charisma: -1
SKILLS
Acrobatics (Dex): +2
Animal Handling (Wis): +0
Arcana (Int): +0
Athletics (Str): +5
Deception (Cha): -1
History (Int): +0
Insight (Wis): +0
Intimidation (Cha): +1
Investigation (Int): +0
Medicine (Wis): +0
Nature (Int): +0
Perception (Wis): +2
Performance (Cha): -1
Persuasion (Cha): -1
Religion (Int): +0
Sleight of Hand (Dex): +2
Stealth (Dex): +2
Survival (Wis): +2
COMBAT
Armor Class: 18
Initiative: +2
Speed: 30 ft.
Hit Points: 13
Hit Dice: 1d10
Death Saves: — / —
ATTACKS
Longsword: +5 to hit — 1d8+5 slashing (Versatile, Sap)
Heavy Crossbow: +4 to hit — 1d10+2 piercing
• Martial, Ammunition, Heavy, Loading, Two‑Handed
• Range 100/400
Unarmed Strike: +5 to hit — 4 bludgeoning
PASSIVE SCORES
Passive Perception: 12
Passive Insight: 10
Passive Investigation: 10
PROFICIENCIES
Armor: Light, Medium, Heavy, Shields
Weapons: Simple, Martial
Tools: Dice Set, Vehicles (Land)
Languages: Common, Orcish
FEATURES & TRAITS
Fighting Style — Duelling: +2 damage when wielding a one‑handed melee weapon and no other weapons.
Second Wind: Bonus Action, 1/Short Rest — regain 1d10+1 HP.
Human Traits:
• +1 to all ability scores
• Languages: Common, Orcish
EQUIPMENT
Scale Mail: 45 lb
Shield: 6 lb
Longsword: 3 lb
Heavy Crossbow: 18 lb
Backpack: 5 lb
Bedroll: 7 lb
Mess Kit: 1 lb
Tinderbox: 1 lb
Torches (10): 10 lb
Rations (10 days): 20 lb
Waterskin: 5 lb
Hempen Rope (50 ft): 10 lb
Total Weight Carried: 131 lb
Encumbered: 240 lb
Push/Drag/Lift: 480 lb
CHARACTER DETAILS
Gender: —
Age: —
Size: Medium
Height: —
Weight: —
Alignment: —
Faith: —
Skin: —
Eyes: —
Hair: —
Personality Traits: —
Ideals: —
Bonds: —
Flaws: —
Backstory: —
Critzible
|
Str 14 Dex 12 Con 14 Int 12 Wis 15 Cha 10
Deity Jamboor, focuses on the Dwarven Ancestors and History
Background Sage.
HP:10
Proficiencies: All Simple Weapons plus Warhammer, Light Hammer, Battle axe and Hand Axes; Light and Medium Armor and Shields
Saves: Wisdom and Charisma
Skills:Arcana*,History*,Nature**,Religion**, Medicine*, Insight*
Languages: Common, Dwarven, Giant, Celestial, Draconic
Equipment: Warhammer, Scale Mail,Light Crossbow 20 bolts,Shield and Holy Symbol, A bottle of ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10gp Clerics Pack:Backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.
Ability Score Increase. Your Constitution score increases by 2.
Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Mountian Dwarf:
Ability Score Increase. Your Strength score increases by 2.
Dwarven Armor Training. You have proficiency with light and medium armor.
Sage: Specialist: Scribe
Ability: Researcher
Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Traits: I am horribly, horribly awkward in social situations, and there is nothing like a good mystery
Ideals: The Path to power and self-improvement is through Knowledge, and the goal of a life of study is betterment and self-improvement
Bonds: I've been searching my whole life for the answer to a certain as-yet-unanswered question
Flaw: I am easily distracted by the idea of getting information, and when I speak without verifying my words before I say them, which may result in an insult.
Cleric:
Ritual Casting: can cast a spell with this tag that does not expend a spell slot.
Spell Focus: Holy Symbol
Divine Domain: Knowledge
Blessings of Knowledge
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills
Cantrips:3 Guidance, Sacred Flame, Spare the Dying
Spells:1st:2
Spells: Attack+4 DC12
Identify(R)*, Command*, Cure Wounds, Guiding Bolt, Healing Word
| GM - Obermind |
Ok, it seems we have a nice momentum building up, and no more interest trickling in for now.
I am still waiting to hear from TheWaskally regarding posting pace.
Regardless, Daniel Stewart, Dreaming Warforged, critzible, Oceanshieldwolf please report to Discussion. We can continue the conversation and fine-tuning of your characters there.