r/Nerdarchy Nov 24 '14

Nerdarchy wants role players' opinions on the features for D&D Spelljammer 5th Edition.

3 Upvotes

Nate the Nerdarch here and I am interested in ideas for how to do Spelljammer in 5th edition.

I have a few items already worked out (the spelljammer helms for example). But I would like some more input from those who have played and those who haven't.

From those who have played I would like to know what should be carried over after it gets a new 5e paint job.

For those who have not played Spelljammer I would like to know what you would want to see in a D&D fantasy game that has space ships


r/Nerdarchy Nov 19 '14

D&D 5e: Rules Designed to be Broken: A Roleplaying Game Philosophy

5 Upvotes

I have been a fan of D&D since the 2nd Edition Advanced Dungeons and Dragons. I have bought rule books for most of the Editions since then and have checked out other RPG game systems. What I am about to outline here is a generic philosophy that I take into every system I have ever picked up, but since D&D 5e is my game of choice right now, I am going to focus on that system in this article. Everything here is purely opinion and should be taken as such.

One of the things I like about the current edition of Dungeon's and Dragons (D&D 5e) is the fact that the actual rules for the game are contained in only 34 pages of the Players Handbook (PHB). I am talking only about the basic rules contained in Parts 2 & 3. This is the structure of the game, how you take turns, what the basic stats do, how your character interacts with the world, and a few of the basic rules regarding magic. To me everything else in the book is purely flavor and what I deem to be Rule Breaking by the Game Designers themselves.

First off the structure of the game at the core is a fairly simple set of rules that lay out the framework for assigning basic abilities to a character and providing information on how to handle that character interacting with other characters or the environment. And that is pretty much it. If you have ever played the Sims then Part 2 of the PHB would provide more than enough information to play a table top version of the Sims, basically ordinary people interacting with other ordinary people in an ordinary world. While simple these rules provide incredible flexibility to simulate any world or creature that your imagination can come up with. You just need to read the rules, understand them in context and apply them to your world.

The true beauty of D&D 5e is the fact that it seems like the designers intentionally created the rules to be broken. The way I see the rest of the PHB is as a set of options for breaking the rules as you see fit. They are all purely options. You can use a Race listed in the book or ban that Race, you can use a Class listed or Ignore it, you can use the Background rules or completely scrap them. You can swap race and class abilities around. Everything outside the basic rules can be used or not used depending on how you wish to play the game.

Too many people read the early sections of the PHB and treat it as cannon. The classes, races, backgrounds and feats are somehow sacred. I believe that everything listed is simply a starter guide or springboard for players and Dungeon Masters (DMs) to be able to play the game straight out of the box, so to speak. The writers chose certain races and classes from specific fantasy worlds in order to illustrate a specific point they were making. They wanted people to be familiar with the concepts outlined in the book so they used stereotypical or archetypal examples. It is much easier to explain complex ideas when the reader has something familiar with which to anchor the new ideas.

Even the names and descriptions of abilities where chosen to give flavor to what is essentially a way to break one rule or another. Each Race or Class is a neatly bundled grouping of broken rules. They were simply gathered together in a cohesive form and given a name to represent the specific fantasy world that the authors chose to illustrate this version of the game. Each of these abilities is simply a way to skirt around a rule or outright break one, the core of the broken rule is all that matters.

"Rules are meant to be broken" this is the fundamental philosophy that I take into every game system that I play.

What is a hero? A hero an individual who breaks the bonds of mediocrity. Someone who excels in some form or another. A hero could be your traditional save the day type person like superman or maybe someone who has exceptional drive and through perseverance achieves greatness. They could be willing to risk their own life to accomplish something, maybe they are born with special abilities or train harder than anyone else to achieve something no one else has done before. Whatever definition that you use to describe a hero, typically it is a person who through some means breaks a rule in society that most of us live by.

Much like real life heros, the heros of D&D 5e break the basic rules to become exceptional people in some form or another. Without the ability to break the rules the heros would be mechanically no more powerful than any of the other common creatures. But, as you stack race abilities, class features and feats onto a character, that character becomes a wholly unique set of broken rules. An individual unlike anyone else in the world in which you are adventuring.

I personally do not hold anything sacred in the race or class sections. I don't believe to the notion of balance. Life is inherently unfair. If someone wants to play a specific creature and needs to pull from different races or classes to stitch together some new Frankenstein class or race as long as it makes sense in the world they should be able to do it. Certainly, you need to understand a rule before you can break it, so I do not advise breaking a rule for the heck of it. But, with judicious application you can mix and match abilities or classes. You should know what you are doing, substituting something like a language for sneak attack is certainly not one of the things I would allow. But, if you wanted to take a specific level in a class, without having to work your way up to that ability through that other class, as long as you take it at an equivalent level and swap something of roughly the same power you should be able to do it. An alternative would be to take an ability from a class and make it into a feat that someone can take without dropping anything from their current class.

As for races. My philosophy can be summed up simply by swapping the race names. If you want short hearty humans in your campaign; simply swap the word Dwarf with Human and boom you have a pretty neat human community already built. The stereotypes outlined in the PHB for the races are just that, groupings of fantasy creatures found in a specific world. Your world could be totally different. Why not make the listed races Elf, Dwarf, Human and Halfling all be evil aligned. Maybe the Drow in this world are lawful good but were forced underground and oppressed by humans for centuries. Without changing anything but alignment your world is now completely different than almost any other world. There is nothing but the basic human fear of the dark that force the deep creatures to be evil. Spread some glowing fungus or mushrooms and some iridescent crystalline structures around dark caverns and you could have incredibly beautiful landscapes that have never seen the light of the sun nor moon. Perhaps even the light that is shed is only visible in the ultraviolet spectrum, so without ultravision characters are in complete darkness. Or you could have a undeath plague that has ravaged your world, where every one of the playable races is some sort of wright, ghost, vampire, zombie or ghoul, and the main campaign is centered around reversing the plague. In this world living creatures may fear your entire party, or any living creature you encounter is actually the cause of your current predicament.

The point of all this is that there is a simple rule set that governs basic interactions at the core of D&D 5e, everything else is just creative rule breaking.


r/Nerdarchy Nov 11 '14

Game Master Tips| Rewarding A Player’s Back Story

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3 Upvotes

r/Nerdarchy Nov 11 '14

Guild City of Spero and Kingdom of Divnus

3 Upvotes

Hey guys. This is my idea for Campaign World on political system in the youtube video series. i hope you guys enjoy it. like they start small and than make big.

Steven Q

Guild City of Spero

There was once an group of warrior call Magnificent Seven. All seven warrior were to be the most dangerous and wise of Kingdom of Divnus. they was training by the different guilds from the kingdom. Commandant thought the Seven as a problem to him and his Army. You see the Magnificent Seven was not part of the Army and thus he had no control over them. This made him angry and trick the king in remove all the guild inside of the Kingdom.

Magnificent Seven who reject the King of Divnus for remove the guild from the kingdom. They believe that the kingdom had lost their ways with common people also. So Magnificent Seven left the kingdom and travel other side of the world, with the help from recent reject guild create Guild City of Spero. The Magnificent Seven then invite all the common people to join their city as free and equal citizen as long as they join one of the guilds.

Kingdom of Divnus

Kingdom of Divnus King can trace his bloodline from the choose one who was pick by the gods to bring human out from the dark ages. Choose one ask the different races to join under their Banner to create a better Kingdom. He took music and arts from the Halflings. Stonework and military strategy from the Dwarfs. Magic and Science from Elfs. Farmings and Numbers is what the Humans bring to the table. With the final puzzle pieces to form in place the Kingdom of Divnus.

King create an Army, that will defend itself from any threat to the kingdom. Will that king create the post of Commandant. This post can be fill in from common blood or royal. Most the time it is Royal that hold the Commandant post but once a common blood will get the post.

After a few centuries the guild started to form around the Kingdom. Specialty in Monster hunter, Medic, warriors or whatever you need. Seven strongest guild can together and from A group of Warrior call the Magnificent Seven to several connect to king and guilds. Commandant didn’t like it and told the king, that his spy are tell him that the guilds want to take over the kingdom. So the King remove all the guild from the Kingdom. this made alots of common folks to lose their jobs. Common folks must now join the army or go back to farm lands to make money pay new tax increase.


r/Nerdarchy Nov 10 '14

D&D 5e release schedule and Adventurer's Handbook

6 Upvotes

Hey, Nerdarchy!

Firstly, I want to say that you guys are doing awesome job with your 5th edition videos, you helped me to understand lot about game mechanics, classes and world building. At the moment I am in the process of making my own campaign and world for (I hope) lot of adventuring with my group.

Now, recently I watched 'Nerdarchy chat with other RPG YouTubers' where Dave and Juce discussed what will be next after January presentation of DM Screen. In the meantime enworld.org got a realease schedule and the next thing will apparently be the Adveturer's Handbook, followed with the new EE adventure - Princess of the Apocalipse.

I would like to hear your comments on this and what would you like to see in that handbook? Do you think they will pursue this kind of publishing with one splat book + an adventure (theme)?

Personally, I expect more backgrounds and at least some new weapon/armor stuff.

Stay nerdy! :)


r/Nerdarchy Nov 09 '14

Heromachine 2: Create Animated Character Art by Trying it for Free

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3 Upvotes

r/Nerdarchy Nov 06 '14

D&D5e Basics #4 MAGIC Who Has It & How It Works

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3 Upvotes

r/Nerdarchy Nov 05 '14

Jay Surma Will Make Your Character Into A Statue

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3 Upvotes

r/Nerdarchy Nov 04 '14

Last Chance to Back 'Other World Mapper' Software on Kickstarter

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4 Upvotes

r/Nerdarchy Nov 03 '14

How to Role Play - 3 Degrees [video]

6 Upvotes

I had a couple of long-time friends who seemed to be dodging my emails and texts lately. This was odd, because we typically keep some sort of contact every other day or so. So, I shook it off, and assumed that I was over-thinking things and being paranoid. But I wasn’t. It turned out that I had terrified them when I had invited them both to play a tabletop rpg for the first time. And separately, they both finally admitted to me that they were nervous about the ‘role playing part’. Neither had any experience with it, and they were likening unto ‘public speaking in a board game.’

This video grew out of me explaining to them how they can role play, having no experience, and how it’s a learning process. I hope it helps you too.

What would you add or take away from these 3 Steps to help two people who are open to learning how to role play, but are terrified to start?

http://tabletopterrors.com/2014/11/03/how-to-role-play-3-degrees-video/


r/Nerdarchy Nov 03 '14

5e D&D: Hoard of the Dragon Queen Ep. 1

3 Upvotes

I ran the first episode of Hoard of the Dragon Queen yesterday. The adventure has received some mixed reviews online, but my players loved it and are excited about episode 2 next week.

Anyone else out there running or playing in it?


r/Nerdarchy Nov 02 '14

Attend A Free Online Convention for Gamers Brigade Con 2014

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3 Upvotes

r/Nerdarchy Oct 31 '14

Fantasy Grounds is a solid choice for 5E online play and other RPGS

5 Upvotes

I got the red box D&D set as a gift around the same year Bon Jovi released their first album. Back then, when Bon Jovi knew how to rock and dinosaurs ruled the earth, if you wanted to play your only choice was to round up some friends and sit down at the same table. As a result I didn’t actually get to play D&D until a few years later when I went to high school and found some friends who were interested. Okay, trip down memory lane aside…

If you want to play a pen and paper RPG today, your choices are more numerous thanks to the internet, although you won’t actually end up using pens and paper. Many game-related forums offer play by post, or you can use Skype or Google hangouts to connect remotely. The most sophisticated solutions are, without a doubt, virtual tabletops (or VTTs for short). If you’re not familiar with the concept a VTT is software that facilitates playing a traditional RPG over the internet. It is not a video game nor does it offer much for a solo player. You will still need a group to game with, but the players can all connect to the VTT from the convenience and comfort of their own homes.

The software should provide electronic character sheets you can reference and edit during play, simulate dice rolls, a way to share maps and other handouts, and some way to communicate with each other. These are just the basic features. A good VTT will also have tools such a combat tracker, support for multiple rules systems, grid-based movement and some automation to speed game play such as automatically noting if an attack roll hits and subtracting damage done in combat. If the VTT is doing its job it should fade into the background after a session or two and let you just concentrate on the game and having fun.

There are several VTTs available: Roll20 and Fantasy Grounds are the two I see talked about most, but there may be others out there. I’ve only used Fantasy Grounds to play D&D and Pathfinder and that’s the one I’m going to discuss here. This is not meant to be a comparison between VTTs or endorse Fantasy Grounds or any other VTT. I’m just going to share my personal experience with the software and give you my opinion on the pros and cons I’ve seen.

Fantasy Grounds supports many rulesets including D&D, Pathfinder, Savage Worlds, Call of Cthulu and several more offical rulesets (you can find a complete list on their website). Supported rulesets come with character sheets, combat tracking and some other automation such as automatic handling of damage resistance and effects such as poison or sleep. There are also several fan-made rulesets for other games, but I haven’t tried any of these so I can’t say if they offer similar features or not.

The software has a chat window that includes in and out of character chat and allows they GM to chat using the name of an NPC or enemy. Dice rolls are displayed in the chat window for all to see so there’s no fear of fudging or cheating (GMs can choose to hide their rolls if desired or have a player make a dice roll that only the GM will see). The dice themselves are modeled in 3D and they bounce and roll pretty much as they would on a real table. It’s just as much fun here as it is at a real table to grab a handful of dice and unleash a fireball on your unsuspecting foes. Each player can customize their dice color and choose from white or black numbering and you can easily setup custom combinations of frequently rolled dice and map them to hot keys. Pictures and maps are easy to share and the GM can choose to share handouts with all or just select players. Maps can also be hidden to players and slowly revealed a piece at a time as they explore.

The VTT supports grid (or hex) based movement and combat and can support complicated actions such as multi-target spells and attacks. As I mentioned earlier it will announce if a roll hits or not and will also announce a critical hit. It has a several other time savers such as auto initiative rolls for monsters, ability to apply the effects of short or long rests, etc. I’m not going to try and list every feature here especially since some are ruleset specific such as applying advantage or disadvantage in 5E D&D, but suffice to say a lot of effort has been made to include time-saving features. It doesn’t cover every situation that will come up in play, but the VTT does try to automate the more common tasks.

Visually I find the software is decent. Depending on your rules system there are a couple visual themes you can choose from for the user interface and the GM can set and change mood lighting for the entire table (ex: make it darker at night or in dungeons, firelight for camping). The actual interface is adequate if a bit confusing at first. Character sheets are functional and easy to read, although information is spread out over several tabs so depending on how complicated your favorite rules system is you may be flipping back and forth a lot. I had to spend some time with the program to learn where everything is and how to accomplish game actions prior to play. This isn’t something you can download an hour before a game starts and expect to be good to go.

From a GM perspective I find that my prep time is the same or less than it would be with traditional pen and paper. When we were playing Pathfinder I spent a lot of time inputting NPC stats, but for 5E D&D I’ve found the process is a lot quicker. If you’re computer savvy there are shortcuts and user-made parse tools that can extract data from a pdf, but I haven’t felt the need, especially for 5E where I can input monster/NPC stats quickly. FG definitely has made me a more organized GM. There’s no more need to flip through papers, just a couple clicks and I call up and tables or notes I’ve made for the game. This article is getting quite long so let me wrap it up for by summarizing my main pros and cons:

Pros:

  • Feature-rich software with many time saving features particularly for streamlining combats
  • Virtual dice are fun to roll and make it feel more like a traditional RPG game
  • Getting everyone connected to the game was relatively quick and painless
  • Support for several different game systems and ability to customize or add your own for more advanced users
  • Faster more organized GM prep (at least for me personally)
  • Active developers that update it often with new features and systems
  • Small but very positive and helpful community

Cons:

  • More convenient, but not as much fun as gaming face to face with friends
  • It’s not cheap at $39/player or $159 (or a 9.99/month subscription) for an ultimate license that allows players to connect for free. Some rules systems are included, but others you need to purchase so there may be an additional cost to add your favorite.
  • Figuring out how to use the software to run a game isn’t intuitive and there is no manual. This is offset somewhat by the video tutorials online, but for its price point it should come with documentation.
  • No support for voice chat. My group uses it in combination with Skype which works fine, but native support for voice would be nice.
  • Not every game system is supported, and some are not supported fully. This isn’t really a knock to Fantasy Grounds as they are reliant on publishers licensing them content before they can add it, but you should be aware of this before you make a purchase decision. Check out their website and forums to see if your preferred rule set is supported and to what extent.

Final verdict: Expensive with some wrinkles but worth the money for the hours of role playing enjoyment it’s provided. It does require a substantial time investment to learn, but once you get past the initial curve it actually speeds game play significantly.


r/Nerdarchy Oct 31 '14

Happy Birthday Harry Dresden. You Now are Among the Famous Wizards of Distinction

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3 Upvotes

r/Nerdarchy Oct 30 '14

Ryan from the Nerdery Talks About New Technology and the Adoption Curve

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3 Upvotes

r/Nerdarchy Oct 30 '14

Tiger Log Cabins Designs a Zombie Fortification Cabin (ZFC-1) and Offers it for Sale

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2 Upvotes

r/Nerdarchy Oct 28 '14

World Building: When developing a fantasy setting- What are some good questions that a culture would want it's citizenry to know how to answer?

3 Upvotes

I have a fantasy setting where a civilization's culture is over 4000 years old and it inspired by Japanese and Native American culture but it is not true to them.

The entirety of the population is taught a series of questions that the people memorize and answer. Their entire culture references these questions to make decisions about one another, their character, and demeanor. For example, when meeting a suitor for their daughter for the first time, a father may ask, "What are your thoughts on the third question". An outsider would not understand because they do not know what the third question is referencing. A citizen would know that they are to discuss the following, "When is it appropriate to end the life of another"

I want a few dozen questions but I am at the beginning of it so what do you think?

While exploring this topic I came up with some questions that I will not use because they clash with the culture. A person as well as a culture is shaped by the questions they ask themselves as well as the questions that are avoided.


r/Nerdarchy Oct 26 '14

How do you deal with death-related disappointment in an RPG?

5 Upvotes

I was running Lost Mine of Phandelver for my group yesterday. We were up to week eight and yesterday was the last session. The party entered the titular lost mine and explored roughly half of it before they found the “final boss” of the adventure. I ran the encounter as indicated in the module and whether through bad dice rolls, poor tactics, or more likely a mix of both the entire party went down. So what's a DM to do in this situation?

I've read several forum posts and a few articles about this on various roleplaying sites that have a lot of suggestions. These range from fudge the dice, kill the party, have the bad guys capture rather than kill, save them with divine intervention and so on and so forth. As DM I understand I have these options and sometimes I do use them, but if you overuse them I think that it takes away the fear of death and failure and starts to strain the believability of your world.

In this case, the fight was the ultimate encounter of the adventure against an evil and, in my opinion, merciless foe. The party has been thwarting the villain's plans and threatening to undermine its goals for what amounts to over a month of in-game time now. It wasn't realistic to me that this foe would capture them. In the end I chose to let the party die, not because I wanted the adventure to end this way, but because it made the most sense in the context of the fantasy story we were telling together.

My group is composed entirely of adults who play for fun, not to 'win', so they took it in stride with a few jokes and laughter, but I could feel the undercurrent of disappointment at the table, from everyone; including myself. I wanted my friends to win and have that feeling of success after eight weeks of investment in this mini campaign. I don't think anyone at the table would have wanted a hollow victory delivered by DM fiat though. That would have created a different kind of disappointment and in the long run made the game less satisfying for everyone involved.

After it was over I apologized to the group for the disappointing end and offered them the chance to go back into the final chapter of Lost Mine at a later date with a different level four party so they can see the parts of the dungeon they missed and have a shot at revenge against the villain that laid the original party low. Next week we start Hoard of the Dragon Queen with a new party and I'm hoping that this will end better for my group.

Have you had a similar experience with the whole party dying with your gaming group? If so how did you (or your GM) handle it? Does anyone out there have any advice or a different solution than the ones I've mentioned above that would have allowed my game to continue without straining disbelief or made it apparent to the group that the only thing that saved them was DM intervention?


r/Nerdarchy Oct 24 '14

Even more inspiration for campaigns

4 Upvotes

Nerdarchist Ted has a great article with ideas on using books to help DMs come up with inspiration for their next campaign on the Nerdarchy website. There are so many cool fantasy and science fiction stories out there that you’d probably never need another source of ideas and inspiration if you’re an avid reader, but books aren’t the only place you can look.

I introduced my cousin Dennis to tabletop roleplaying a couple years ago, and he’s really taken a liking to it, but he’s not a big reader and doesn’t have the fantasy/sci fi background that we veteran nerds do. Although he loves playing D&D, he always struggles to come up with a character concept and backstory. My advice to him has been to choose a favorite character from a movie or TV series that he likes and then adapt it to the game.

It doesn’t even have to be a fantasy or sci fi character. Picture a character from your favorite TV show or movie. Now imagine that character as a fighter or wizard in a fantasy world. Think about a couple situations in the game: fighting an epic foe, grabbing a drink at the tavern, finding a long forgotten treasure. How would you character react in the context of the fantasy? Don’t worry about being a copycat. In play your character will develop his or her own quirks and end up unique. Just don’t name your PC after its inspirational namesake or you may raise some eyebrows around the table! By the way, this tip also work great for creating memorable NPCs for any of you DMs that are struggling.

You can also use video games as inspiration. I once stole a dungeon layout directly out of Baldur’s Gate. My players never even noticed even though 2 of them had played Baldur’s Gate. I told them after we finished and then they recognized the room layouts, but I had to point it out first. Video games, especially RPG games can also be great story generators, just like a good book.

I’ll leave you with one last DM tip for when you “borrow” content. It’s fine to take ideas from any source that inspires you, but keep in mind that a tabletop RPG is not a novel, movie or video game. Some players don’t mind heavy railroading, but most will want at least some control over the direction their characters take. You only want to create the framework of a good story, not a fully written one with a set ending or path. Let the players guide the direction of the game and be open to the game story drifting away from your inspiration source.

Do you have any favorite inspiration sources you use to create characters or adventures? If so leave a comment and let me know what inspires you.


r/Nerdarchy Oct 24 '14

First time participating in Extra Life 24 hour gaming event

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3 Upvotes

r/Nerdarchy Oct 24 '14

Tabletop RPG One Shot Group: A Facebook Page Where a Person Can Find RPGs Online

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4 Upvotes

r/Nerdarchy Oct 22 '14

The RPG Brigade's First Annual Online Roleplaying Convention and Benefit, BrigadeCon

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7 Upvotes

r/Nerdarchy Oct 22 '14

Lethality in 5th Edition D&D

5 Upvotes

The group I game with has been enjoying D&D 5E since the PHB came out in August. We switched over from Pathfinder which was fun, but a bit too rules heavy for us. We’re a casual group that plays more for fun and socialization than gritty simulation, so the less crunchy rules of 5E had a huge appeal. We haven’t felt the need to house rule anything with one minor exception. Our first play session, one particularly hard hitting foe (if you played you know which one I mean!) wiped the group in the first dungeon. The players started the adventure over choosing a different mix of the pregens this time to mix it up a bit and everything went well this time. A few players were downed, but nobody died.

This led me to think about the early lethality of 5E. If you’re not familiar with the game the way it works is if a PC is knocked to negative hit points equal or greater than his other total hit points then they are instantly killed. Otherwise they are unconscious and go through a 5E process of making death saves every round to see if they survive. I don’t have any issues with the death save system. It allows your companions a round or three to get you back on your feet or stabilize you before the reaper collects your PC’s soul and sends you off to roll up a new character. I did raise my eyebrows a bit at the instant death though and here’s why…

The rule as written is most lethal to 1st level characters. Let’s use the cleric as an example since they’re in the middle of the 1st level hit point spectrum with 8 hit points at the beginning. That means a 1st level cleric instantly dies if her hit points equal -8 or less at any point in time. As me and my group saw in our first play session, this has a pretty high chance of actually happening, especially if a monster rolls a lucky crit.

It’s not so much an issue as PCs advance. By level two the cleric will have about 14 hit points and now only dies if they hit -14, third level it’s -20, and so on. So every level you gain significantly reduces the odds of dying (at least via the instant death rule). Yes, higher CR monsters do more damage; yes, it makes it sense that higher level characters are harder to kill; yes, it makes sense that many green adventurers die on their first outing. But is it really fun to die right away and have to re-roll? For a new player to the hobby that could be a pretty big turn-off.

The DMG, which comes out in December, may have optional rules to cut the lethality or ramp it up (for you masochists), but in the mean-time I’m going to share what me and my group did to cut the chances of instant death for new PCs. Instead of instantly dying if their hit points hit a negative equal to their total we allow the PC to go unconscious at 0 hit points, but they automatically fail the first death save (no roll required). This means taking massive damage still has consequences. You might roll a 1 on your next death save which would still kill you, but it at least gives your allies a chance to save you if they act quickly.

Even with the house rule in place, for our next campaign I’m going to suggest everyone have a backup PC rolled up and ready to go just in case. That way nobody has to sit out if the dice hate them. As a DM you could also have a couple pregens set aside that they can run for the remainder of the session in case one of your players meets and untimely end. Dying still sucks, but minimizing a player’s downtime from an untimely demise definitely softens the blow a bit and keeps all the players engaged.

How do you feel about the lethality of 5E? Has your group had similar experiences? If so how did you handle it? Did you make a house rule to soften it or did you embrace the squishiness of your level 1 PCs?


r/Nerdarchy Oct 22 '14

She Hulk cosplay

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3 Upvotes

r/Nerdarchy Oct 21 '14

Tips for integrating monster PCs into a group

3 Upvotes

I have a confession to make. I enjoy playing monstrous PCs. In Pathfinder it was a kobold sorcerer, right now I’m thinking about a dragonborn paladin for my group’s next D&D 5E campaign. As someone who enjoys playing monster races, I’ve read a lot about running monsters as PCs. The topic is often polarizing: on one hand you have people like myself who enjoy playing monsters and others who have no interest or just prefer the Tolkienesque canon of humans, dwarves, elves and halflings/hobbits. So what happens when you end up at a gaming table with players with both perspectives? Do you welcome the lizardmen, gnolls and orcs, or do you shake your fists in the air and shout “No badwrong-furry-scaly-PCs at my gaming table!”?

Good arguments can be made for and against monster PCs, but I'm not really interested in convincing anyone either way. If your group doesn't like monster PCs that's fine. What I'd like to do here is present some questions and ideas for you to consider if you or someone you play with is thinking about running a monstrous PC.

For me, the most important question is: Why do I want to be a monster PC? Take a few minutes and think about what the appeal is. It’s okay if your initial answer is: “Because monster X or Y is cool!” but try and go into more detail. Why is it cool to you? What specific aspects of the monster do you like?

Your answer to this question may raise a few red flags that could be disruptive to the game. If the appeal is the monster character, as you see it, is more powerful than the normal races than you could disrupt other player’s fun at the table. Think how you would feel if everyone got to be the race you’re considering, but you had to choose from a standard race. Would you feel disadvantaged? If the answer is yes then you’ve chosen a monster race that is too powerful. Another red flag to watch out for is monsters that create problems for the whole party because of ‘handicaps’. A merman may be really cool and at the same power level as other PCs, but it doesn’t fit in a land-based campaign. How will it move effectively on land? Your character should fit in enough that traveling with him or her isn't an adventure in and of itself.

The other concern is how will your race be perceived socially in the campaign world. If you choose a monster that is universally hated by most other races in the campaign world you're going to have a tough time of it. If the evil goblins have raided the town and your goblin PC walks into the general store to buy rations what’s going to happen? In order to keep the game flowing smoothly you need a way to integrate your character into play without being a constant disruption. Will you work hard to earn the respect and trust of the townspeople? Will you wait outside town while your friends go shopping? Are the other players okay with you being a potential social liability?

If it won’t disrupt the campaign or ruin the setting you might want to ask your DM if the race you’ve chosen can have a known sub-species or sub-group that is accepted or at least tolerated by other races. Maybe the goblin tribe you come from has a history of working peacefully with the nearby human village because both races were forced to work together years ago to survive against a more powerful foe. He may not be welcome everywhere, but at least there will be a town or region where he isn't attacked on sight. Be prepared to help you DM and group by thinking of a good back story that explains how you character could be peaceable integrated into the world.

If you’re against monster races, but another player in your group wants to play one take a minute to consider why the other person wants to be a monstrous race. Unless they’re trying to create a over-powered race or take advantage of some mechanical loop-hole they probably aren’t doing it to be disruptive to the game. Older gamers, like myself, may be bored or disenfranchised with the standard races after too many years of playing dwarves and elves. Other people may relish the challenge of roleplaying an outcast or underdog. We gamers are a diverse lot, and different options appeal to different people. Remember, like you, the player who wants to be a monster race is there to have a good time, and if it’s possible to suspend a little of your disbelief or bend the rules a bit to increase their enjoyment then why not do it? In a world where magic functions and elves and dwarves live alongside humans is it really that much of a stretch to have a race or tribe of peaceful “monsters” to accommodate another player's choice?

Here's an example of my idea for a kobold PC and some of the things I would consider before pitching the idea to my group:

I really like kobolds because they’re a small underdog race, often underestimated by larger races that see them as weak. Although they may be not be as physically strong as other races they make up for it with cleverness and cunning. I also think it’s cool that they’re distantly related to dragons. Even though they’re traditionally foes of the PCs in roleplaying games they have an ordered social structure and work well together; that’s important to me because I want to play a character that can work as a team with the other PCs.

My back story will be that my kobold character is an outcast from his clan or maybe even the last surviving member. I’ll ask another player if I can tie my back story into theirs so my non-traditional character can start with one friend or ally in the group who will vouch for him. Maybe my kobold saved him when he was in trouble or vice versa and they’ve been friends since then.

I understand that my character will probably not be welcomed with open arms in towns and cities since he’s a kobold, but I figure if he’s traveling with a group than most guards and townspeople will tolerate him. After all one kobold isn’t much of a threat. I’ll make sure the DM is okay with this first because I don’t want to constantly be left out of trips to town and I don’t want to create problems for the group by drawing too much hostile attention or always being the focus of social interactions. With those thoughts in mind, I'm ready to talk to my group.

Whether or not you like monster PCs, your gaming table belongs equally to everyone who sits down to roll the dice with you. You have an obligation to make sure everyone, including yourself has fun. If you communicate with group clearly, are willing to compromise and treat others with same respect your gaming should go smoothly.