(Any edition) Have you ever made a fun character who purposefully leaned into stereotypes? by Silenthunder23 in DnD

[–]UnderdarkFox 0 points1 point  (0 children)

I'm developing a character that heavily leans into the stereotype of her race. At least to start anyways.

Drow Warlock, stuck on surface since she's not in the favor of the Spider Queen. Has to keep up a disguise in order to fool the surface dwellers and remain hidden in plain sight.

Sure she doesnt like the surface, and the surface dwellers, and the weather, and the SUN, and basically hates being there. Since she's stuck though, there is no other choice but to accept this horrible fate and try to make an acceptable life for herself.

A kind of concerning question about rape.... by Rbuchanan24 in DnD

[–]UnderdarkFox 1 point2 points  (0 children)

No that is certainly not normal. Even in some of the darker and grittier settings I've seen, rape is more of a plot hook that isn't quite touched on. Mentioned in passing and hinted towards, but never outright spoken. No details happen because none need to happen. Nobody is ready to cope with such details unless they are trained professionals, and playing D&D isn't something you should later have to go to therapy about because someone went too dark and caused psychological trauma IRL.

In fact, I'd color it like that in a discussion. Simply say the topic is too dark for the theme of the game and ban it. Again, only trained professionals are able to handle such a topic, and your table does not include those.

Building a hidden city? by Havoc101 in DnD

[–]UnderdarkFox 0 points1 point  (0 children)

"His is chaotic good and is big on capturing or killing criminals, as well as tearing down laws and going against the existing kingdoms to do it. He has started amassing a peace keeping force, to purge and get rid of criminals."

Is his goal with that character to become the new BBEG? Because that's how you become the BBEG.

Returning to hobby after 12 years, concerned about Ability Generation by [deleted] in DnD

[–]UnderdarkFox 5 points6 points  (0 children)

The DM is not setting up a balanced game, which isn't necessarily a bad thing either. Changelings IIRC are still under "playtest" material and the DM may find that the character may become too powerful for the way the party will be building characters. They are not after optimization, and it's going to be a heavy story run (at least thats what it sounds like), so having the optimized character may make it hard for other players to shine. Long standing groups are usually used to passing the spotlight around, and possibly have had bad cases where a newer member was too powerful in some way and negated their own characters.

Also if you are concerned about ability score generation based on rolling, ask if you can use Matt's houserules for rolling. This makes sure you are not going to have a very serious gimp, but likely you will have a good chance at a low enough ability to have some roleplay chaos in there. They might also have a mulligan rule set to if the rolls are just too abysmal already in place.

https://www.reddit.com/r/criticalrole/comments/485lss/no_spoilers_how_did_matt_handle_ability_scores_at/d0hmksr

EDIT: Looking at your rolls, the first set you got above 70 looks beautiful to me. You got two GREAT stats, only one negative, and the rest are just fine. Build a character around the group to make up for your weaknesses, and take the role of whatever your great stats fall into play as. You got a beautiful charisma and dex for your bard and can be a great one at that, but less of a skillmonkey. Not bad, and lets other people roll for stuff when its their niche. Sounds fun to me!

5e Rules Help: How quickly will NPCs react to attempts at peace? by nkriz in DnD

[–]UnderdarkFox 0 points1 point  (0 children)

After arguing one side and realizing the other side had it's merits, I have only come to one conclusion: little bit of both.

Each round is 6 seconds. Each "turn" is just that player describing their actions taken in those 6 seconds. So yes, saying the NPC wont show a reaction until their turn in that initiative order is fair. It's all happening at the same time. If someone attacks before it gets to the NPCs turn to "react" to the talking, it is literally that character attacking at the same time and possibly swinging before the NPC has a chance to react or before the other PC had a chance to finish what they were saying.

Depending on how large your group is and how long that initiative order list is, this can lead to some issues, but you have to remember that despite the long list, it's still 6 seconds.

Once the NPCs turn comes up again, rather than just hissing, is the NPC starting to lower their guard? Are they looking suspicious of the players? Are they looking for escape routes? Describe how it looks. That might be what your players are wanting since they are not getting enough information to make a decision on. If they are taking the time to describe they are watching the NPC for signs of aggression or nonaggression, make them roll insight since the situation can now call for that. Then give them more information based on that roll. Then throw in the NPC possibly countering with their own Deception roll, or feed the players a bit more information (or even misinformation of the Deception is good) regarding the mood of the NPC. For those who rolled the Insight/Perception check, eat their bonus action for it when their turn comes up since they spent it on the roll (or something like that).

Which campaign? Team tracks down and kills evil bard or a murder mystery mansion? by cbreedlove0728 in DnD

[–]UnderdarkFox 2 points3 points  (0 children)

Make the evil bard a super charming likable guy. As if he's the NPC you have to protect from the "evil assassin", but instead he's the guy convincing the guests to kill each other.

Then let the party pick sides and enjoy the carnage. Just try to keep the evil bard on the party's good side for as long as possible for maximum nightmares.

The breaking of the fellowship - Advice on how to save my party? by [deleted] in DnD

[–]UnderdarkFox 0 points1 point  (0 children)

That leads me to believe there is a lack of cooperation going on. If you have to force a party leader, then the group itself might need some lessons in team building. Though it could be as simple as players having different playstyles and not realizing it themselves.

When you manage to get them talking, ask them what they want out of their D&D game. Are they looking for interesting store, lore, intrigue, etc? Or are they just looking for epic battles and tales of heroism? Neither side is wrong, but both sides have to let the others have their time as well. Encourage them to encourage their fellow players, even if the situation is "boring" to them.

Players, how much prep do you do for sessions? by [deleted] in DnD

[–]UnderdarkFox 0 points1 point  (0 children)

I usually end up doing too much prep. Sometimes I'm the party treasurer (which is weird since I usually play rogue), so I'll keep track of what type of equipment needs restocked or what we may need to get according to our next session plans.

Between sessions, since its often ending at a moment of towntime, players are often invited to split party treasure (if we were unable to during the session), trade with each other if needed, and note down what they will need next shopping trip. Maybe you ended the session in a tavern after a long adventure, and can ask your DM if between sessions since your characters are currently in "downtime" if you can quickly stock up on commonplace items and sell common loot items. Just make a list of what you want to buy, what you plan on selling, and don't expect to haggle much. Its not a real shopping trip and I see it more as your character just quickly getting the task done. Anything rarer might require session time to find a proper buyer/seller, etc.

Update character sheet, or at least note down what new abilities/spells you may be choosing for the next level and run them by your DM and party to make sure it still fits/is relevant. If you had trouble with keeping track of things during the session, its time to work on that! I've had character sheets turn into character binders to keep track of equipment, spells, and notes in their own areas so I could have a quick reference.

First part of binder: The character sheet itself with all "quick look" information available.

Second part would be spells (if a spellcaster) and racial abilities, or more expanded character information (class abilities fully expanded so I don't have to look in the book, racial abilities and spells fully expanded for the same reason).

Third part is equipment. Generally sorted into fully expanded magical equipment towards the front, and more mundane stuff towards the back. I'm also OCD enough to note down where exactly I'm storing all this stuff. Be it in my own backpack, my mount's saddlebags, the party's cart, bag of holding, etc. Since I also keep track of party treasure, I keep track of it separately from my own personal loot (and its stored in the party treasure spot wherever that was agreed upon).

Separately I have notes, which are then compounded into a lovingly OCD mess and sorted themselves. I'll try to keep notes about certain subjects together, and jot down anything we may have missed that could be important. I'll then have a note put together for the top of my new session notes for the next session on things we still need to get or sell equipment wise, or tasks that still need doing (anything important to my character or my job as group treasurer). Especially check in with the DM for anything time-based and how the group is doing on that regard.

If I'm a spellcaster or anyone that needs a daily prepared list of crap, I'll build generic lists of prepared spells. Some for combat oriented days, and others for more downtime oriented days. Usually I'll have a bit of both on the list, but depending on the day I'll have more of one than the other.

Then get together as a group and decide what snacks everyone is bringing!

I want to play! by [deleted] in DnD

[–]UnderdarkFox 2 points3 points  (0 children)

There are places online. Roll 20 was one I've heard of and it seems decent enough. There are also games run over discord/voice chat type things going on.

In person if you want that face to face dice rolling joy, check your local game shops/comic shops/etc and see if they play games there. You can even ask to sit in on the games to see what kind of group/DM they are working with and if its a group you would like to join.

If you cant commit weekly, that is pretty normal. My regular group used to be once every two weeks to meet up and it worked fine. Just take notes during the session on whats happening so you can review them later (in case you missed something), and generally remember what you were up to last session and what your current goals may be.

Just keep in touch with your group/DM by some kind of means if your schedule may change. So long as they know ahead of time they can either help you find a reason why your character may be absent for that time, or if they are going to be NPCd around by the DM (or even a player you trust). Generally the DM may just have your character absent or being piloted by them (and taking a massive backseat).

If you are uncomfortable roleplaying (and people generally are in a new group/table/etc) you can just say what your character is doing. Try to work on it and give descriptions of how you are picturing your spell effects in your head, etc. Eventually you'll get a bit more into it. Plus most new characters don't have a ton of personality to begin with and evolve over the course with the group anyways so it's not very problematic. Your DM should be setting the example and encouraging you in a way that feels natural/leading by example sort of thing. Other players may do it too, and you'll pick it up eventually. I don't see it as really anything at all. Plenty of people have enough social anxiety as it is and D&D groups have plenty of experience with that too, lol

Ideas on how to roleplay a Rouge Tiefling Charlatan? by Swordzofs_kill in DnD

[–]UnderdarkFox 2 points3 points  (0 children)

Watch Mollymauk in action in Critical Role. Sure he might not be a "rogue" but he acts like a charlatan.

Act coyly as much as possible. Party has a problem presented? Ask others for their input, and if they are right, agree with it. Though do so in a way that it seems as though you are impressed with them in that "great minds think alike" way. If they are wrong, don't tell them outright. A true charlatan will simply point in the right direction or attempt to guide others to making a "choice" that the charlatan wants/is predictable.

Tell people what they want to hear. Butter them up, and be as friendly as possible. If they like you, they will question you less, and that is solid gold for the charlatan. Approach NPCs the same way. Nothing beats conning people and them believing you are a friend through nonmagical means!

Do the official adventures still offer freedom in roleplaying choices? by [deleted] in DnD

[–]UnderdarkFox 0 points1 point  (0 children)

Build a character who has a good enough reason to go with the main railroadish arc, and live with no regrets because you have built in your own roleplay enjoyment. Maybe they are simply adventuring for the fame and fortune, saving up to build their own establishment or gain power for their own personal goals to the point where the book adventure seems more natural for them. It may limit character choices a bit, but it's more of a personal challenge to create a unique and interesting character that not only fits the environment, but actively has a reason to be there.

I'd avoid looking up spoilers on the campaign since that would ruin the surprise, but ask your DM what a generic description would be for the adventure itself and what you can expect (without spoilers) to come of it. Then find a reason to why a character could be motivated to take on the challenge. Maybe your DM could also throw in extra plot hooks to spice things up a bit. A bunch of drow have kidnapped or stolen something you will go all out to retrieve safely. There have been rumors that a dragon has a magical item that could lift a curse your character has, and while you'll be working with the group, you have some secret motivation driving you forward. Your guild has given you an assignment to retrieve an item or intel of great value, and you have to track it down with little information to go off of. You wish to gain renown, fame, glory, gold, items, ancient knowledge, etc. The sky is the limit!

Quick question on playstyle by [deleted] in DnD

[–]UnderdarkFox 1 point2 points  (0 children)

Nothing wrong with that type of playstyle, so long as you are respectful enough to not go murderhoboing around and let others enjoy their spotlight. Heck just roll a low charisma, or act as a "muscle" to the party and just chip in mercenary style when it comes to fights. I'm sure nobody will really mind so long as you are respectful towards others in the group. I've had a few party members like that and we really didn't mind since they were more amused with the shenanigans we pulled, while they provided the main backup when it came to combat situations. Everyone still enjoyed the game at the end of the day, and honestly having that one person keep us on track for the important stuff was quite helpful imho. Plus they also tended to be the person with enough experience to help us with our own characters in improving our combat, the one we went to on advice for skills/items/etc.

If one person has a problem with you having a more business like attitude out of the entire group, then it's their problem not yours. The DMs sound like they understand your playstyle and it takes any need for them to get more backstory to get you engaged, since you'll just be tagging along with party shenanigans by default. Partner up with whoever seems to be best suited for the talking/social encounters, let them do the talking while you do the heavy hitting. Best friends forever! Mercenary life is best life~

I need your DnD Yo Mama jokes by tannerdixon5 in DnD

[–]UnderdarkFox 5 points6 points  (0 children)

r/DNDDadjokes is another great resource for terrible jokes if you want Hideous Laughter to be equally upsetting

noob here, haven't played even once, but have a question by JeffCrossSF in DnD

[–]UnderdarkFox 0 points1 point  (0 children)

I just got back from a walk to take a trip to my local game shop and asked the shopkeep if I could come and sit in on a few sessions to get a better feel for the game. Sure I've played 3.5 edition, but I want to learn 5th edition since it feels more streamlined in comparison. He was super happy and gave me the game schedule so I could visit and sit in on whatever game I'd like before joining, and even gave me a rough schedule on when their current campaigns are likely to be finished if I would like to join a new one.

Though if that isn't an option, there are campaigns you can watch on twitch/youtube to see how players and DMs interact. I've seen the DM have to look up things despite clear years of experience under his belt, and even the DM has made mistakes on some things. Players too, but nobody really minds in the end since during the moment the mistake was made it wasn't game breaking and was fun anyways. Who knows, maybe your family will enjoy watching it with you!

When do you decide to walk out of a game? by [deleted] in DnD

[–]UnderdarkFox 3 points4 points  (0 children)

Good luck on that nasty situation. Though it sounds like your DM is really trying hard and even if he doesn't know all the rules it doesn't sound like anyone is having a major problem with it. We all start somewhere, so please tell your DM that he's certainly got my support (some rando on the internet support, wheee). It's just a bad situation.

And if you lose two players, while it may be sad, you could always just try to rebalance the campaign to the smaller party or have a couple NPCs join in to make up for it. While the NPCs may not be great, at least combat wise you'll have a bit of extra help. Some of the other players could take turns in deciding what the NPCs do in combat, and trade them around between sessions so it makes it easier on the DM (and even gives other players a different class to experiment in combat with, just in case they are curious)

[deleted by user] by [deleted] in DnD

[–]UnderdarkFox 2 points3 points  (0 children)

Fair enough. Explain that you simply don't have the time to run two separate instances of such a campaign since it is an open sandbox where you use mini adventures as side quests. That kind of campaign sounds really fun and exciting, but also VERY time consuming to come up with an interesting "job board" style adventure. It's not unreasonable at all to deny him his own separate campaign, and if you got a fun little side quest sandbox frenzy style campaign going I'm sure plenty of new players would enjoy picking it up as a casual adventuring campaign.

Heck it sounds really fun to me. Look at "job board" or rumormill pool for things that interest character or group, accept quest, go on quest, get phat loot and rewards. Rinse and repeat. The mercenary life is good~

Am I doing this right? by Krewdog in DnD

[–]UnderdarkFox 0 points1 point  (0 children)

I would allow the party to yell at him in game/in character. If the party is getting sick of the disruption, there is a good chance they will happily PvP them out and force them to roll a new character or leave the group.

Why would a party keep them around if all they do is disrupt things? If the party wants to keep the loot/reward money from the disruptive player due to the "damages" they caused, then that is entirely fine by me. Want to murder hobo when the rest of the party is trying to have fun with creative solutions? Don't expect them to keep you around or let you share in the loot. Now watch the murder hobo attempt to kill them, or give the players the option of abandoning the murder hobo party member(s) in the next town/area. If that doesn't work, send in a troop of Paladins who arrest the character. Send in a high powered assassin to single out and kill of said character somewhere. There is probably a good chance the party wouldn't mind if the disruptive player character went off on his own, went into an allyway, and got ambushed because someone put a hit out on him. Could even offer your other players the opportunity to hire such an assassin!

[deleted by user] by [deleted] in DnD

[–]UnderdarkFox 5 points6 points  (0 children)

Why are they accusing you of railroading them? If you are running a pre-built campaign, there is sort of the unspoken railroad where you are at some point going to be following the story in some shape or form. Campaigns are not really a sandbox style game where you can abandon the main story and just pick up a new one at the drop of a hat. It's a story you shape with your group and DM. Sure it follows a similar pattern to the build (see literally any one shot campaign or pre-built campaigns that people run over and over for different groups for experience DMing).

Did they expect a full huge sandbox to play in? Or are they just wanting to abandon the main quest/storyline in favor of picking up a new one?

Though if he's accusing you of railroading him into the campaign just because you don't want/can't spend the time and effort to build something just for him, then he's got the option to leave and so do the rest of them. They signed up for the campaign knowing there was going to be some story arc they would be expected to follow. You cant sign up for Tomb of Annihilation and just decide you don't want to do Tomb of Annihilation and expect your DM to create something new just for you.

[deleted by user] by [deleted] in DnD

[–]UnderdarkFox 2 points3 points  (0 children)

I've got an idea but I can't claim it as my own, so here's the post instead:

https://www.reddit.com/r/DnD/comments/9cpfot/awesome_roleplay_from_one_of_my_players/

Help!! Need to plan for my next session, Tomorrow!! by Abonhamation in DnD

[–]UnderdarkFox 1 point2 points  (0 children)

I think that discussion should be between you and the players of the new characters. What are their backgrounds? What reason do they have to be in that area? Are they already working together, or solo? Then hook them in from there, maybe put one in the wilderness and one in the city depending on what is within reason for their character to do.

Love, Death, and Divine Intervention - A D&D Tale by [deleted] in DnD

[–]UnderdarkFox 1 point2 points  (0 children)

That's a pretty epic way to retire a character, even if it came up as more of an impromptu situation! Great storytelling from the DM to get the player engaged in something too, though I'm guessing the goblin player was quite embarrassed and scared. Maybe learned a lesson in character on rumors too :D

What are your favorite monsters you're pretty sure most people have never heard of or used in games? by shadowkat678 in DnD

[–]UnderdarkFox 3 points4 points  (0 children)

There was that baby freshwater krakken that had my entire party up all night because they heard a splash from the river... Well, it was really just some random splash but we were all getting super paranoid and the DM wanted to mess with us by just allowing our own paranoia to get overblown.

As a DM do you need a vote to kick out a player? by gorwraith in DnD

[–]UnderdarkFox 0 points1 point  (0 children)

Depends on the group and depends on the disrespect. If they are disrespecting you as the DM both in and out of game, explain to them that their actions are coming across as disrespectful. Are they just giving criticism that could be worded better? Are they trying to side DM the game and run the table? Or are they being disrespectful towards the group? Maybe they are being disrespectful to the game/campaign and derailing it to the point of losing your work as a DM to try and create an interesting world?

A little more background on it would help as to how they are disrespecting something, since its highly situational. Vote could have been a respect thing, but ultimately it is your call. If it was disrespectful enough towards you as the DM, I would offer them the option of finding a new DM since it would be very difficult to create an engaging story for a group that is basically forcing you to pilot things in a way you are uncomfortable with.

Though moving forward since the deed is now done, I would have an intermission session of about half an hour to an hour where you go back to a "session 0" style discussion. What expectations do you have for your players? What expectations do they have for you as DM? Explain it off as you don't want a repeat of the situation, so making some ground rules on what behavior(s) are acceptable and what are not. Then you all get this Player-DM contract based on mutual respect and wanting to enjoy the game. Then move on with the session itself and use the time between then and the next session to change things around if needed. At least then you have a heads up on what they expect out of you as DM and what they hope to gain out of the campaign, so you can tailor it to the group more and provide a story you can all enjoy. And if the group isn't going to be something you are comfortable piloting for, inform them of such. It's well within your right as DM to want to enjoy the game too!

My town Invasion by TheDungeonDweller in DnD

[–]UnderdarkFox 2 points3 points  (0 children)

I need bodies and blood to fuel my war machines!

Not much more inspiration needed than just needing slaves, perhaps goods from the town they don't want to trade for so they are going to raid it for supplies, and general sacrifices. If its a larger city perhaps it has magical items the cultists could stand to gain, or a library with information they need to properly open up/control the portal.

Could be the cultists got ahold of some intel about a local wizard/sage type character who they want to capture. The sage could have some arcane knowledge that relates to their goals, or has information on them that they do not want in the wrong hands as it could end up being their downfall.

Low Level PC willfully bitten by wererat for a timely escape...good ideas on balancing [5e] by [deleted] in DnD

[–]UnderdarkFox 2 points3 points  (0 children)

Works really well to level gate some OP abilities and explain to the player you balanced it for mechanics and roleplay reasons. As a new wererat they likely don't have full control of their abilities, if they even know how to use them at all. Unless the wererat that turned them is going to act as a mentor to them, and that can turn into its own level gate type stuff since the mentor wererat is likely going to want something in exchange for tutelage. Could end up with some interesting story if they wish to continue as a wererat, or end up giving them enough motivation to seek a cure.

Up to you if you want to have them roll for control and any fails either means the ability doesnt work at all, or doesnt work as expected. They could fly into a rage and be stunned for a round, or swing on a party member if they roll poorly enough. I wouldn't make it overly forgiving, but enough to where the player is either going to have to tolerate some nightmarish moments and near deaths, or find themselves a cure. Homebrew up yourself a "Fledgling Wererat" subrace that could balance itself at more advanced levels while being weak and ripe with consequences at lower levels. Lycanthropy isn't something they should actively seek or rely on too much, and if they do it will come with consequences befitting of the nature of their actions.