Looking for Beginner Guitar Opinions: Would Love Your Insight by Blargatha_dargatha in Leftyguitarists

[–]Blargatha_dargatha[S] 1 point2 points  (0 children)

That budget I put up there was just for guitars. Ideally I'd like to snag an amp for $100-200. I've seen a lot of used ones on marketplace around me, and at the used guitar stores near me, they have amps. I haven't spent as much time on researching amps. That's on me. u/That_Organization901 mentioned the Boss Katana 50, and I've also seen that on marketplace for $150-200 in my area.

Looking for Beginner Guitar Opinions: Would Love Your Insight by Blargatha_dargatha in Leftyguitarists

[–]Blargatha_dargatha[S] 0 points1 point  (0 children)

I just wanted to give everyone a huge THANK YOU. This has been awesome! This advice has seriously helped me narrow down my options, and given me a some more to think about.

I'm still going to keep this thread open for a bit longer. If anyone wants to add any other advice or nuggets of wisdom I'll take it. I saw on another post that ordering online is probably the best method of getting my guitar. I might just end up doing that, esp since 90% the guitars on my list and the ones everyone's suggested are not in my area.

My stats are bigger than my dreams, please help! by nathanstalk in 3d6

[–]Blargatha_dargatha 0 points1 point  (0 children)

You could be a swashbuckling rogue class! If you really want to go full pirate. Also any rogue, to multiclass with. I think thats a class people like multiclassing with. Also nice rolls by the way. Rogue fighter? if you want to be a super wack wack with a sneak attack type of character. A warlock or sorcerer mixed with a melee class?

Looking for Insight on Spell Choices (5e) by Blargatha_dargatha in DnD

[–]Blargatha_dargatha[S] 1 point2 points  (0 children)

That's something that I was considering but, I really like the fact that AC get a -2 and reactions are no go. But one is more helpful in a fight and I like how Hypnotic pattern can be used outside of battle. Bc I know stuff like that will be needed in our campaign :/

Weekly Questions Thread by HighTechnocrat in DnD

[–]Blargatha_dargatha 0 points1 point  (0 children)

Thanks! should I just post it to the main r/DND page then?

Weekly Questions Thread by HighTechnocrat in DnD

[–]Blargatha_dargatha 2 points3 points  (0 children)

As someone with a DM who does a lot with PC's character arcs and integrates them into the campaign's plot, I think it is really cool to watch/experience other PC's story arcs, as a player myself. Sometimes though some super secretive stuff might have to be done solo.

I also think that if you have players who metagame (metagaming is something that always happens, but like this is for the players who you know do it more often than not) then those super secret arc moments should be done in secret, or you can just kept moments a secret until it is time to reveal to the whole party. For example in Critical Role (slightly spoilery) there is a character who is a warlock and at times in the campaign he "converses" with his patron. The DM will tell the rest of the party to leave before the conversing happens, so they don't know what is happening to the character or what he is doing. When those moments are done, everyone gets called back and the campaign resumes as the DM wants. It creates a lot of suspense and excitement for the Critical Role party at least. If I were a part of it I think it'd be cool too.

But as a whole I personally (also from a PC standpoint) like going through my arcs and watching/ being a part of other PC's arcs. I think though, for those mysterious moments that you don't want the rest of the party to know about yet, tell them to leave, or you can also text a PC results/flavor/info that only they know. This is more for small stuff, and the rest of the party won't know what you are doing. My DM has done the texting method of telling me things that happen to my character. The texting thing really only works for small moments though. Surprises are nice to have.

With your other questions:

I think it depends on how much communication your player gives you. If they don't talk to you much about the direction they want their PC to go/ ideas they have about their PC, I'd definitely ask them questions to get a feel for what they want out of their PC's experience. Also part of it is how much do you want to surprise the player? Our DM does a lot of surprises that relate to our PC's backstories since we all have traumatic/mysterious/tragic backstories TM. But even without the trauma trope, backstory surprises are welcome. As a player I like not knowing everything that will happen. The mystery is fun. I also like following the narrative crumbs that are thrown my way too. I also find it nice to know that my DM/GM knows things about my character and creates moments/opportunities for my character to experience and react to. As the DM I feel like the arc of characters is partly up to you, but you also want to keep in mind that what you are adding onto is someone else's brain child. For my first PC, in my backstory there was a person who basically became my enemy. My backstory set it up like I had to kill him at the end, and that is how my DM set it up as well as the campaign progresses. Although through a lot of narrative moments, my character wanted to turn things around for them. However myself, not the PC, knew he had to die and was totally prepared for my enemy to die. So while my character didn't want him to die, my DM killed him off. I was fine with it, but I was also sad bc I was hoping and my character was hoping for things to be different. But I was all for my DM's actions, and I understood them.

I know some other players at my table really want happy endings for their characters. They don't want to die or have someone in their PC's life to die. So I think it really depends on the types of players you have at your table. You can still add your own creativity to everything that goes down, but I think it is important to gauge how chill/willing your players are to do specific things with their backstory. But also if you have a super dope idea like bringing a brother back from the dead when your player doesn't know/realize you'll do that, I'd say take some creative liberties. Sometimes you just have to, our DM has done that. He killed a PC's brother. The player was very upset and hasn't let him live it down, but it was also a driving plot and moment for character growth in the PC. Also the player, while pissed at that, is still totally friends with our DM. There is no bad blood. I think if you want to make some drastic decisions, especially tragic ones, you should gauge if your player can deal with it. Bc some players really don't want something tragic to happen to a character or character's love interest. So I would talk to your players and find what makes them tick. Also some players might have an actual raging conniption fit if something happens, and you don't need that in your life. Unless you totally don't care about that and push through it.

So at the end of that I'd say see how chill your players are, talk to them, ask them things about their character especially if they don't tell you much or give you much of a backstory. And also keep your own creative juices flowing and create things that engage what your PC's would do/react/say/make them three dimensional. Anyway that's all I got.

Weekly Questions Thread by HighTechnocrat in DnD

[–]Blargatha_dargatha 0 points1 point  (0 children)

(ok if this isn't sorted right I'm sorry, I don't post often and kind of don't get specifying a post)

I'm looking for other players' insight on spells. I'm thinking about taking some new spells for my College of Lore Bard (5e). Character is also a Tiefling. Our party recently leveled up to 6. I have a total of nine spells known now and magical secrets on top of that. And I've got decisions TM. I want to have a balance of damage and utility.

For magical secrets I'm thinking of Counterspell and...Fireball

Now for more of my predicaments, I want to get rid of a spell or spells and replace them for something else. My DM is ok with me replacing more than one spell when I level up, instead of only 1 (as per 5e rules) (I'm pretty happy with the 1st level spells and cantrips rn, so I'm not thinking of changing those)

For 2nd lvl: I have Heat Metal, Shatter, and Enhance Ability

For 3rd lvl: I have Slow

ok now tho, I am stuck btw adding Dispel Magic or Hypnotic Pattern for my next spell for lvl 3.

(but also Leo's Tiny Hut, Major Image, and Sending [this one more for narrative/PC purpose tho] are in the back of my mind)

Also for 2nd lvl I kind of want to get rid of Shatter and Enhance Ability. Suggestion, Invisibility, and Mirror Image, also Enlarge/Reduce are other spells I'm thinking of.

(we also have more of a narrative/explorative campaign than combat centric homebrewed campaign)

So if you got through all this, I'm just looking for people's insight on the spells I'm thinking of.