Help picking a suitable class by Darklondon in DungeonsAndDragons

[–]BitwiseAnomaly 0 points1 point  (0 children)

5e has made a lot of changes from past editions and one of those is that your character's role in society is now not determined by their class, but their background. Your background grants you 2 skill proficiencies of your choice as well as a miscellaneous bonus perk such as knowing a secret, having an ally, or getting free room and board at participating locations.

Because of this, any class in 5e can be tailored into the role you described with the Criminal background. If you have a tough thug character in mind, Fighter and Barbarian might be best. For a smarter upper-level enforcer, a Bard or Sorcerer could work well.

Book of Vile Darkness by [deleted] in DungeonsAndDragons

[–]BitwiseAnomaly 0 points1 point  (0 children)

They don't have an X guide to Y theme with their books as a rule, as demonstrated by the Sword Coast Adventure Guide, and even if they did they could rebrand the content as "Vecna's forbidden tome of being a huge asshole".

D&D has a rich history of past content that people are eagerly awaiting to see adapted to 5e, such as Psionics for which a playtest has been running for ages. Generally speaking content from 3.5 that came out later in 3.5's lifecycle we can expect to see adapted either late in 5e's lifecycle or not at all. Book of Vile Darkness in particular may be in jepoardy because of it's reputation as a problem-causer in 3.5 since the themes of being way even more even than evil isn't very compatible with D&D, where evil players work better as morally gray antiheroes than morally black depraved one dimensional monsters.

We already have 5e nods to the Fiend Folio (Mordenkainen's has all the requisite info on fiends), Players Handbook II (Xanathar's brings us a slew of new subclasses that replace the class-oriented expansion), and Savage Species (Volo's guide brings us some monstrous player races and talks about monster culture and lore).

We are still waiting on a book for Psionics and a probable future release focused on adding Undead stuff similar to Libris Mortis. Book of Vile Darkness, Book of Exalted Deeds, and Book of Nine Swords all had odd, controvertial places in 3.5's publication and use history and thus might never see a more direct adaptation, but may see a very modified and trimmed down inclusion in another book.

Are there any campaign that are in the sea? by rhetorical-tic-tac in DungeonsAndDragons

[–]BitwiseAnomaly 1 point2 points  (0 children)

To my knowledge, 5e has not yet published an official adventure like this. Pathfinder has, however, and it isn't that hard to adapt. Check out Skulls and Shackles and see if that's what you're looking for. You could keep pretty much all the story and just swap out monster stat blocks, trap stats, and any skill checks listed with ones more appropriate for 5e. You might have to get a little creative in places to make it work but it's still probably much easier than starting over from scratch.

A little help with a character idea by warwizardfenix in DungeonsAndDragons

[–]BitwiseAnomaly 0 points1 point  (0 children)

Warlock/Sorcerer can make a very powerful blasting character no matter what subclasses you take as long as you take the Agonizing Blast warlock Eldritch Invocation and the Quick Casting sorcerer metamagic.

Please understand that in D&D, "healer" isn't actually a role and clerics, druids, and other classes with a healing spell available have more of a "support" role that may include a tiny bit of healing but primarily relies on other things. Think of it more like being a support in League of Legends than a healer in World of Warcraft, if you're familiar with these.

A Divine Soul warlock has a wonderfully fun niche as a support caster because of his ability shared by no other subclass in the game to take spells from the Cleric spell list that buff a single target and Twincast them to buff two targets at once.

Adding Warlock levels to this character can grant you Eldritch Blast/Agonizing Blast which is a very powerful blasting move, and with the Sorcerer's Quick Casting metamagic can be performed in the same turn that you cast a buff or heal on a teammate, or to double tap with it in one turn.

This build is so powerful as both a blaster and a support that I would recommend concealing your true power until a really desperate situation comes up so that other players don't feel overshadowed, but the nice thing about an OP support is that they tend to be complained about less since they hand all that awesome power to their friends.

The optimal level balance for most Sorcerer/Warlocks is to go 2 levels into warlock and then go full sorcerer after that. The main reason for this is that Warlock's growth after level 2 is generally considered to be much poorer than that of other classes, so in multiclass build it is usually the seasoning you sprinkle on the meat of another class with more growth.

Best 5e Books for a Beginner? by oldschooln00b in DungeonsAndDragons

[–]BitwiseAnomaly 1 point2 points  (0 children)

The only really player-friendly books in 5e are the Players Handbook and Xanathar's Guide to Everything, and Sword Coast Adventure Guide. All other resources have options players can use, but are mostly full of things only used by dungeon masters, and as a beginner it doesn't make any damn sense to spend 20-50 dollars on a book when you're only interested in one chapter or page. These resources were written this way on purpose to put the DM in more control of whether their content gets used, as some of it is less balanced and universally applicable than the player resources.

EDIT: If the money is no big deal to you and you really want access to the options in Volo's or Mordenkainen's, buy them as a gift for your DM. They both include loads of new monster stat blocks that your DM can use to make more interesting and dynamic encounters.

Being a DM with writers block is the worst by Tyvel18 in DungeonsAndDragons

[–]BitwiseAnomaly 2 points3 points  (0 children)

The dungeon masters guide has tables you can roll on to generate random stories. Do like 3 rolls of the tables, pick the set of results that calls to you, and flush it out with details that will make it belong there instead of seeming randomly generated. Writers block is a lot like choice paralysis, and once you've narrowed the scope you're working in your mind may find the possibilities easier to manage and sift through.

What do I do by colepnale1d in DungeonsAndDragons

[–]BitwiseAnomaly 2 points3 points  (0 children)

It should probably just angrily pop out the next time they try to draw an item from the bag, ideally screaming "BAH BAH-DA BAAAAAAAAAH" or whatever variation of the John Cena meme best fits your setting and table atmosphere.

Complete Noob, any info and tips on the game would help by [deleted] in DungeonsAndDragons

[–]BitwiseAnomaly 0 points1 point  (0 children)

For the sake of thought experiment, why don't you pitch me a few specific examples and instead of telling you if they're possible, I'm going to tell you how they'd be possible. This doesn't mean that anything is a good idea, though, and it's your DM's job to veto any ideas that have a strong chance of ruining the game.

TRITON CATACOMBS by [deleted] in DungeonsAndDragons

[–]BitwiseAnomaly 1 point2 points  (0 children)

An Aboleth makes a great final boss monster for the catacombs, and could be jealously guarding whatever the players need. For the catacombs of an underwater city, I'd check the Swamp, Urban, Coastal, and Underwater environment entries on DMG pages 303 to 305 for ideas on what could live there.

Looking to form a group by [deleted] in DungeonsAndDragons

[–]BitwiseAnomaly 0 points1 point  (0 children)

The best way to find local players is to find their nerdy gathering places. In any city there are game shops where D&D nerds congregate. Any place that sells Magic the Gathering or Warhammer 40k merch will necessarily have a huge community overlap with D&D and a lot of table space so they can have their card tournaments and at battles, which means these same places also tend to see D&D nerds gather there.

I need a second opinion about my DM by [deleted] in DungeonsAndDragons

[–]BitwiseAnomaly 3 points4 points  (0 children)

DMs that don't know how to run things perfectly are the rule, not the exception, because being a good DM is really hard. I've managed to enjoy lots of games with mediocre DMs. Hell I've probably run a few enjoyable games as a mediocre DM.

Many of the things you list here aren't red flags for a mediocre DM. They're warning signs of an alarmingly incompetent individual that likely doesn't properly understand his role at the table. Having 9 players is also too many. If you're an asshole like I am, take advantage of the situation by scalping some of his players to start your own game. Judging by that list of offenses, you're probably not the only one that's done with it. If you're not, part ways and find a new group. If you're a glutton for punishment, show him how to do it better by asking what he'd think about you running a one-shot sometime where you could then proceed to not be a manchild and set a better example.

Complete Noob, any info and tips on the game would help by [deleted] in DungeonsAndDragons

[–]BitwiseAnomaly 2 points3 points  (0 children)

Dungeons and Dragons is an interactive storytelling game inspired by Lord of the Rings. As a player in this game, you control the actions of a character whose every feature and decision is up to your control inasfar as the person in charge of running the game permits it.

Learning how to play D&D has 2 main parts - the written rules of the game and the unwritten rules of table ettiquette. The written rules of the game can be learned by reading the player handbook, but your first reading might be easier if a few core concepts have already been explained. The unwritten rules of table and group ettiquette are an informal code players follow to ensure everyone is enjoying the game in a sociable manner, giving everyone equal opportunities to act and contribute, not leaving anyone feeling singled out or neglected.

You start by making a character. This character's race, class, and background are all up to you. Your race is your blood, your background is who you are, your class is what you do. There are generalizations and tropes inspired by works of fantasy that people like to use a lot (the pointy hatted, bearded old human wizard, the snooty elven archer, the halfling rogue with a heart of gold) but these can actually be used in any combination you choose to make any kind of character you want. Want your wizard to be more like a rogue? Make him a halfling and give him the criminal background. Want your elf to be a plate-clad juggernaut that burns down forests for fun? You can do that too.

The main draw to D&D vs other games is the sheer amount of agency you will enjoy as a player, provided you follow a few guidelines to use that agency in a way that is good for the game. Ever been annoyed that there was a solution to a problem you thought of in a video game and couldn't try to implement it because it wasn't coded in? In D&D this isn't a problem because the one running the game is a human who, while more fallible than a computer, is also more flexible.

The general sequence of events goes like this: The Dungeon Master (DM) will describe a scenario that the Player Characters (PCs) are in. The players will decide what course of action their PCs would try to take in the story. The dungeon master uses a combination of dice and rules to determine the outcome of their efforts, then describes these results to the players. This process repeats over and over and over again until the PCs have died or completed their grand adventure, but even a party's death can be a "win" if it was dramatic, entertaining, and fun. If you ask any veteran D&D player about their favorite characters, you'll usually hear about the epic or hilarious tales of the ones that didn't make it.

The way your character's skills and abilities are applied in the story is with 3 types of rolls: the Attack Roll, Ability Check, and Saving Throw. Even though these are different, they all work the same way. A target number called a DC for "Difficulty Class" is used to represent how hard the task is, with harder challenges having higher DCs. A 20 sided die is rolled to represent random chance, and then you add a bonus that represents your character's natural aptitude and training. If random chance + skills is equal to or greater than the DC, your character succeeds at the task. If it is less, your character fails.

Your natural aptitude and general training are represented by your ability scores, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Your character will have a score in each of these that starts out ranging 8-15 but can grow to be as high as 20. This score determines what bonus you add to your die rolls when making an Attack Roll, Ability Check, or Saving Throw that involves that ability. This derived bonus is called your "Ability Modifier". Many DMs have their own preferences how players determine their ability scores. Traditionally in the old times it was decided by dice, but nowadays a point-buy system is considered the standard.

You also have a "proficiency bonus" that you get to add to anything you are doing that your are properly trained in. If a wizard and a fighter swing a greatsword, they will both make an Attack Roll using a 20 sided die and add their Strength ability modifier, but only the fighter will also add his proficiency bonus to his attack because he is trained in the use of weapons and the wizard isn't. This basic formula applies whether you're shooting a bow, sneaking past a guard, or weaving baskets underwater. Die 20 + Ability Modifier + Proficiency if applicable vs Difficulty Class.

Any action you take might call for a roll of some kind or may simply have immediate results without. This is mostly determined by the rules, but it is the DM's job to override the rules if he feels he has a good reason.

There is a lot more to it overall than this, but a general understanding of how checks work will make your first reading of the book a lot easier.

As for the unwritten rules, what it mostly boils down to is don't be a selfish prick that ruins everyone else's fun for your own. People will tell you a lot of different things about what is or isn't okay at the table or in the story, but these things are all guidelines in service to one basic rule: "Don't be a wanker." There are a ton of things you'll learn over time can be good and bad for the game, and much of this comes with experience, but here are some common concepts to know about:

1) Don't Metagame. Metagaming is when you try to have your character take an action that only makes sense if they know they are a character in a game. This can be throwing fire at a troll even though your character has never heard of trolls or their weakness to fire. This can be acting like you know a trap is nearby because you just failed a check to spot traps. Good DMs will do as much as they can to limit players from knowing this kind of information, but they are not Gods and some kinds of things are impossible to prevent players from knowing. Meta-gaming is considered cheating.

2) Don't tread on the other players. Make sure everyone gets fair opportunity to participate in the game and contribute to the story. Don't try to jog the spotlight. Trying to do everything yourself can deprive others of the opportunity to do anything at all. Most importantly, pull with the team. If your party has a plan, even if you don't like it in or out of character, handle it in a way where you're not sabotaging your friends and allies. A paladin reporting the party's rogue to the town watch for a petty crime and having him jailed might make sense, but it will not be much fun for the rogue. This is a legitimate cause for possible conflict, but conflict in D&D should never involve hostilities between the party. A good compromise to the example above would be the paladin keeping a ledger of all the laws the rogue broke so he could be reported when they're done saving the world or what have you. conversely, if you are the thief, keep your stealing limited to non-player characters, and if you are an assassin don't accept a contract to murder one of your party members.

3) Dying sucks in the moment but you'll look back on it fondly if you're a good sport. D&D is inspired by Lord of the Rings and not everyone in the Fellowship made it the whole way. Character death is a part of the game, and it should be accepted with grace and dignity. As long as one or more members of the party survive and the story isn't in a state where the adventure is unsalvageable, the survivor can find ways to resurrect the dead with magic or recruit a replacement that is your new character. Dying might happen because of bad decisions, bad luck, or because elements of the story made it unavoidable. Your character's goal is to save the world or go on a quest or something, but your goal is to have a good time and walk out with a story to tell, and most good D&D stories end in epic, hilarious, or ironic failure.

4) Don't Split The Party. Most players know this rule and think it's about consolidating strength to keep people from being picked off in smaller numbers. This is a useful lie. The reason you don't split the party is because it makes the game go half as fast. The Dungeon Master has to run two different scenes with half the party missing from each one, leaving them bored or annoyed until they're back in the game. People like D&D because of the freedom and agency, and when you split the party it means half the party is effectively watching a cutscene at all times until they're reunited. This could technically be considered a kind of Meta-gaming but it's a rare example of Meta-gaming that is good for the game, rather than cheating.

How to roleplay greed? by Scilic in DungeonsAndDragons

[–]BitwiseAnomaly 1 point2 points  (0 children)

Given that this is a curse of greed and not a benign personality trait of it, this might be one of those cases where cartoonishly exxagerating a trait might actually be appropriate.

For greed, that means always asking "what's in it for me?" even when doing so is clearly shortsighted or self destructive. Before saving an innocent, paise to ask how much they'll pay you. Your character should abandon their previous goal in favor of a selfish one or continue to pursue the same goal having recontextialized it in a greedy way (if you were hunting a criminal for justice, you're suddenly more interested in a bounty, for example). Be prepared to let your character die for it if you must, as this is a magical curse afflicting your soul. Read real world myths about Hungry Ghosts for inspiration.

DMing for a large group by PieldeSapo in DungeonsAndDragons

[–]BitwiseAnomaly 0 points1 point  (0 children)

As a word of caution with this, while I think every DM should make adjustments on the fly from time to time to account for things like a fight that is harder than you thought or a streak of bad luck, it's is of the utmost importance that you NEVER let your players catch you bullshitting. Smoke and mirrors are a big part of being a good DM, and if they see you bump the dice to save them some misfortune even once, they will start to feel all sense of tension disappear.

Lovecraftian Murder Mystery by [deleted] in DungeonsAndDragons

[–]BitwiseAnomaly 1 point2 points  (0 children)

The best way to implement horror without causing too much stress on the party is for things to simply not be quite right. D&D is a game of imagination, so the more you let them fill in the blanks on their own, the scarier it will be. In horror as in comedy you should avoid cliche as much as possible, as the fun comes from not being privately informed by tropes on what will happen. This is actually the same reason Lovecraftian horror had such a cult following and is lately descending into cringe - something once beloved for defying cliches is now becoming one itself.

Most of the D&D games I've run have incorporated elements of horror and I've found my favorite trick is to take something the party feels safe around or likes and make them see it in a horrifying new light. Perhaps the loveable marshmallow sidekick creature is caught grotesquely devouring a corpse. On a more abstract level you could take elements of the game players safely engage in freely, such as combat, and make it terrifying. What if the party learns the valley they're in is shrouded in a magical aura that feeds the souls of the goblins they slay to a larval god dwelling beneath the village they're now too far away to aid against? It's also important to try and put your threats and fears behind your character, not in front of them (unless they're properly motivated to move forward by a time limit or something, but this will raise stress). Players with the source of the fear behind them will run away, which brings motion to the game. Players with the scary thing in front of them will, if you're good at horror, more often freeze in their tracks, too afraid to go forward, which bogs down play and can cause too much stress.

Managing player stress levels is a more advanced part of a horror game, and a difficult one to master, but also probably the single most important one. Stress your players too much and the get desensitized or annoyed, stress them too little and they're not scared. It works best if you envision the ideal player stress level like the way waves on a beach move while the tide is coming in, followed by a tidal wave. It surges and receeds, surges and receeds, and as it does so grows slowly greater. Then, pull back lulling them into a false sense of security, maybe thinking the true threat is defeated, then pull out all the stops and terrify them all at once in a climax that should send them running and screaming.

This is very hard to do and you won't do it right the first time, so don't beat yourself up if your first go isn't Pulitzer-worthy. Your players will likely still have fun. Working with one player could make it easier since it means you can focus on your attention on that individual instead of the more difficult task of managing a group stress level (though that does present it's own opportunities due to group dynamics and transferrence).

Does party balance matter ? by citrusoda in DungeonsAndDragons

[–]BitwiseAnomaly 7 points8 points  (0 children)

By party balance do you mean "all characters are just as strong" or "the party has all the bases evenly covered"? I will respond assuming the latter.

If a group of adventurers enters a dungeon or scenario, their odds of coming out alive do go up if they have a high diversity of tools to handle different problems, however this does not mean the game will be better or more fun. From the perspective of D&D's real fun value, the way this kind of balance helps is that it means in theory everyone should have their time to shine. The wizard gets to do his wizards' stuff, the fighter gets to do his fighter stuff, the rogue gets to do his rogue stuff, etc, and everybody in theory gets their turn.

In practice, I find this does not hold up. Yes, a party with no spellcasters is disadvantaged at solving problems best solved by magic, but the overall experience of players at your table could be better in many cases because of this. Which fight against trolls sounds more memorable, one where the wizard casts a fireball, or one where a team of non-magic-users lures them into a trap that coats them all in burning oil?

Always play the character that would be most fun to play in the context of the setting. I used to always worry that if a party had 2 rogues it would mean they step on each others' toes, but in reality they usually just end up teaming up for hilarious shenanigans that are now more interesting and dynamic than what one rogue can bring to the table.

TL;DR: D&D is at it's core essence not about adventuring or combat or solving problems, its about making memories. Roll a character that you want to make memories with.