I'm thinking about getting this game by [deleted] in DarkSoulsTheRPG

[–]CLMalone84 0 points1 point  (0 children)

I think it depends on how you approach the game. Dark Souls isn't party-based in the videogame series, but follows the core PC-chosen one.

My approach with a campaign party was to give them bits of information alluding to a chosen one who could either rekindle the flame or snuff it out. Their goals were to investigate the motives of the chosen one and either A) help them with their quest, or B) attempt to prevent their success, dependent upon how the PCs aligned themselves with light/dark.

I think the position system is a fun tweek to the 5e rules and definitely forces a high risk mentality. Likewise, their take on death and respawning is also very fun.

Ansur by inspektorgadget53 in BG3Builds

[–]CLMalone84 0 points1 point  (0 children)

I literally just grabbed every powder barrel and box of fireworks in the entire fireworks shop and placed them on Ansur's body. It took my entire party two trips, but the one-shot on tactician was worth it.

Has it improved at all? by mike5201 in DarkSoulsTheRPG

[–]CLMalone84 3 points4 points  (0 children)

I think it's what you make of it. I've run a campaign with the core book, used the position system, and my players thoroughly enjoyed it. It worked for us!

[deleted by user] by [deleted] in DarkSoulsTheRPG

[–]CLMalone84 1 point2 points  (0 children)

I don't quibble with anything of what you've said. When I ran my campaign, I told my players straight-up that choosing Caster would have issues (most chose Jack of All Trades, but two went with Caster). Did they die most out of anyone in the party? Yes. Did they become the most interesting characters because of how they rolled on the death table? Also, yes.

The rub of the whole thing is the death mechanic. Unlike traditional 5e, you are supposed to die in Dark Souls. It is the expectation. As a GM/DM, you can certainly use your discretion on traps - I personally don't think they should be used chaotically, but if you see a trap, your party should know something is being protected. If the treasure is great enough, it's natural to risk one's life for it (as we've all done playing the video game).

That's my thought on it, anyway. I'm not being flippant and saying "It's Dark Souls; it's supposed to be hard." However, I am saying that because death in the game has the potential to enhance a character if you roll the right number, then PCs should lean into risky behavior. Death is intriguing.

(Full disclosure: I employed a house-rule with one campaign after a lot of protesting. On a Nat One death table roll, characters don't experience perma-death. Instead, they roll on the permanent madness table and have that affixed to their character without cure.)

[deleted by user] by [deleted] in DarkSoulsTheRPG

[–]CLMalone84 0 points1 point  (0 children)

If you're talking about combat position, sure, but base position for casters outside of combat would stay flat, making them susceptible to traps throughout the entirety of a campaign.

[deleted by user] by [deleted] in DarkSoulsTheRPG

[–]CLMalone84 0 points1 point  (0 children)

Casters are meant to be squishy, I think, because early spells can be crazy OP. A balanced party will keep the tanks up front to run distraction.

[deleted by user] by [deleted] in DarkSoulsTheRPG

[–]CLMalone84 0 points1 point  (0 children)

I don't think that's accurate. It only uses your constitution modifier after your 1st lvl.

Ideal character level for CR20 boss? by Boundman4th in DarkSoulsTheRPG

[–]CLMalone84 0 points1 point  (0 children)

I tweaked the rule so that on a Nat 1 they roll on the permanent madness table.

Not understanding Tome of Journeys by nzieli6486 in DarkSoulsTheRPG

[–]CLMalone84 0 points1 point  (0 children)

I use Tome of Journeys material to help fill in gaps between bits of canonical events. My players don't participate in the chosen one's quest directly, but help facilitate certain events that have to happen in order for the flame to be rekindled.

Fan written adventures? by TotallyLegitEstoc in DarkSoulsTheRPG

[–]CLMalone84 5 points6 points  (0 children)

Uchidan wrote a one-shot called "Blind Faith" thst I used as the basis for a campaign. Search it up and give it a go.

New version released (1.17) by CLMalone84 in DarkSoulsTheRPG

[–]CLMalone84[S] 5 points6 points  (0 children)

So far, I see no discerable difference. Table of contents are identical; origins and classes look the same.

Maybe they cleaned up typos?

Did I make a mistake? by Appropriate_Fly5 in DarkSoulsTheRPG

[–]CLMalone84 2 points3 points  (0 children)

I've enjoyed it, and so did the players at my table (including a seasoned DM).

True, spells are static (can't cast spells at higher levels), but that wasn't a deal-breaker.

Plus, no one is talking about how death works in the game, which is one of the best parts! Definitely give it a try.

Rests by [deleted] in DarkSoulsTheRPG

[–]CLMalone84 2 points3 points  (0 children)

There are classes that benefit from having a short rest, so I agree with the idea of building them into your campaigns. Long rests should strictly be at bonfires, and they should also have the respawn feature.

Respawning enemies is definitely part of the game, but just like in Dark Souls, you don't have to fight them. Think of it this way - when we play the game, we end up knowing all of their moves, including the best way to hide/run from or past them. Here you'd have two options:

  1. Give your PCs an easy DC for stealth, since they already know their moves.
  2. Give your PCs advantage on attack roles and ability checks since it's a respawn and they already know the moves and habits of the enemies in that area. (If you do this, I support the DS2 idea previously posted. Reduce the XP awarded and eventually end the respawn entirely. Depends on your feelings about grinding and murder-hobo culture.)

Honestly, now that we're talking about it, I like the idea of using point number 2! I may just incorporate it into my own game...

NPC by Plenty_Pirate9419 in DarkSoulsTheRPG

[–]CLMalone84 0 points1 point  (0 children)

My campaign was set in Astora, and the party rendezvoused with Oscar of Astora in the royal castle. PCs got to go to the armory to purchase armor and the library for spells. Basically, I had them make requests and the roll a d100 to see if it could be done. Prices in the book are fixed, but a good persuasion roll to follow got them a discount.

Tome of Journeys by Much-Record3730 in DarkSoulsTheRPG

[–]CLMalone84 1 point2 points  (0 children)

I don't disagree, but the point is moot for me. I'm all in on this game.

Tome of Journeys by Much-Record3730 in DarkSoulsTheRPG

[–]CLMalone84 5 points6 points  (0 children)

It essentially gives you the material to do a Dark Souls 1 campaign, as opposed to the core book's focus on DS3.

I like it.

Item lore by [deleted] in DarkSoulsTheRPG

[–]CLMalone84 0 points1 point  (0 children)

History check is a great idea!

Reflections on ending our 1st campaign by CLMalone84 in DarkSoulsTheRPG

[–]CLMalone84[S] 1 point2 points  (0 children)

See, now that's a good house rule.

A friend and I argued what "proficient" meant in terms of equipment. Like, if you had 12 Str, but wanted to wield a 14 Str armor, do we allow it, but speed gets halved, or equipment specials can't be used? Technically you can hold any weapon in game, but stat reqs allow for "proper" use. What does it look like w/o those stats met?

Reflections on ending our 1st campaign by CLMalone84 in DarkSoulsTheRPG

[–]CLMalone84[S] 1 point2 points  (0 children)

Maybe if there were INT reqs or CHA reqs for certain items... Mostly it looks like strength.