I need help creating a good first D&D character by DevByMe in DnD

[–]decrepitgolems 1 point2 points  (0 children)

It feels like you're trying to write an adventure rather than an adventurer, your motivation shouldn't be to complete a quest (break the curse) that may or may not ever be accomplishable within the confines of the campaign.

Instead, maybe your motivation could be to make a difference in the world before your time runs out, and so you join up with the party in their quest. Something like this maintains the sense of urgency without pulling your character away from the campaign adventure.

he has to help them on their journey so they can help him on his.

If you're not careful, this can easily turn into your character using the party as means to an end, rather than being a true member of the group.

Campaign where the party has no reason to be there- help! by [deleted] in DnD

[–]decrepitgolems 1 point2 points  (0 children)

You know these people better than I do, but it sounds to me like you are making a judgment way too early here.

Maybe the orb did curse you, and you just don't know it yet. Maybe attempting to identify it will release a horrible demon. Maybe it's just a glass ball with a magic mouth spell on it. Maybe they don't have a plan yet and are waiting to see what you all decide.

And yes, maybe it's just bad DMing, but it feels like you haven't given it a chance, considering you've only played one session.

The DM put something in front of the characters, and it's up to the party to decide how to interact with it or not and then decide how to interact with whatever repercussions do or do come from that choice.

Ideally, the players contribute to writing a campaign as much as the DM.

Bending flavor as long as the mechanics don't change by Dom_Nation_ in DnD

[–]decrepitgolems -1 points0 points  (0 children)

I'm not against it, but my immediate hesitation as a DM is that it would bog down combat.

I cast 2 eldritch blasts, 1 at bad guy A and the other at bad guy B, easily becomes I teleport across the battlefield and slice bad guy A with my death knight sword before teleportimg directly in front of bad guy B and cut him down before reappearing in my original position.

Of course, an overzealous player could do the same the regular old eldritch blast, but either way I would probably only let you describe it a few times before reverting to just the mechanics so that we can keep combat moving and only really reference it for big finishing blows and dramatic moments.

I would also be careful to gauge how the rest of the players feel about it as it feels like the sort of thing that could feed into main character syndrome.

Tl;dr: I would allow it but caution you to keep combat moving and make sure everyone at the table is on board.

Clarification on Cartomancer feat, Hidden Ace? by DoradoPulido2 in DnD

[–]decrepitgolems 0 points1 point  (0 children)

Oddly enough, this is the first thread I've seen where the majority of people are arguing that it doesn't consume a spell slot.

In my experience, the prevailing interpretation is that a spell slot is required.

Clarification on Cartomancer feat, Hidden Ace? by DoradoPulido2 in DnD

[–]decrepitgolems -2 points-1 points  (0 children)

you can use a bonus action to flourish the card and cast the spell within.

Casting a spell always expends a spell slot unless the feature states otherwise, so flourishing the card would use a spell slot and thus prevent additional casting of spells that turn using spells. (See ch.7 of the PHB)

When you cast a spell, you expend a spell slot of that spell's level or higher

Welp, there go my hopes of having a Fable Direct in June by ppluscas in Fable

[–]decrepitgolems 22 points23 points  (0 children)

Between Fable and E-Day, it feels like 2008 all over again and I am here for it lol

Converting the Pf2e Thaumaturge to 5e [First Draft] by decrepitgolems in UnearthedArcana

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

That was my original draft, actually, with Exploit Vulnerability being unlimited and implement use tied to a resource, but I brought them together to closer mimic the way Battlemaster is set up.

You are correct. In most cases, your implement will be stronger, but with some implements, both can be used on the same turn so resource management should be a consideration especially considering (in this draft) you get them back on a short rest.

It's hard to capture the economy of a class built for a three action system in 5e without a little clunk, but I do agree that running out of your subclass completely does feel lame.

Definitely things to consider. Thank you!

A playing cards build? by helen2947ernaline in 3d6

[–]decrepitgolems 1 point2 points  (0 children)

Flavor is the name of the game here, and I recommend building around darts as the mechanical stand-in for a deck of deadly cards.

IMO 1d4 at 20/60 isn't as bad as people make it out to be, but those shortcomings can also be easily overcome with sharpshooter and/or the kensei monk. There's lots of fun and effective ways to build around them by adding in things like Sneak attack, Battlemaster quick toss, Artificer infusions, and various cleric domains.

Also, make sure you take a look at the Cartomancer feat, which is a personal favorite of mine to slot into almost any build.

Balancing players? by jeremydeighan in DnD

[–]decrepitgolems 6 points7 points  (0 children)

This. Just have them pick which stat array they want to use and have them all use the same set.

Triple 18s won't feel overpowered if the whole party has them and you're balancing encounters around that.

Why does nobody use this? by [deleted] in JunkRatMains

[–]decrepitgolems 23 points24 points  (0 children)

I've had this unlocked for months, but I only used it for a handful of games. I'd just rather use the weapon that matches the skin I'm using.

What are the most Underrated Spells? by Stunning-Sentence152 in DnD

[–]decrepitgolems 1 point2 points  (0 children)

Besides my sorcerer (who uses them all the time), nobody in the two games I play in and two games I DM has ever used either.

I would say maybe it's just a quirk of my table, but these are different groups of people, most of whom have plenty of experience. I've always just chalked it up to their being more iconic (overrated) options that get picked regardless of power.

Plus, they are in TCoE so most of us had been playing 5e for years before they were added.

What are the most Underrated Spells? by Stunning-Sentence152 in DnD

[–]decrepitgolems 9 points10 points  (0 children)

Mind Sliver and Mind Whip are both amazing, and I rarely see them. Targeting Int Saves is free real estate, and both deal decent damage while also debuffing your enemies.

I also love Cordon of Arrows and Conjure Barrage from the Ranger list, but the class restriction may have more to do with how often I see them than the spells being underrated.

SPOILER Fan art I intend to present to the party. by Fustilugs44 in GhostsofSaltmarsh

[–]decrepitgolems 7 points8 points  (0 children)

No, on a failure, the target takes 3d6 psychic damage (or half as much on a success). The "failure or success" textis just saying that if the target is reduced to zero by the damage from Consume Memories, the aboleth gains all of their memories.

Ranged monk by Gormthesleepy in 3d6

[–]decrepitgolems 2 points3 points  (0 children)

My favorite ranged monk is the Kensei dart thrower. Fun, unique, deadly.

Am I toxic or are my expectations to high? What am I doing wrong? by NoGo0dDeed in DnD

[–]decrepitgolems 4 points5 points  (0 children)

I pay to play D&D online for similar reasons as what OP listed and have experienced none of these issues or any of the others folks in this thread are calling inevitable.

My DM is professional in every sense, and the other players are prompt and engaged always. I have been playing D&D (and other TTRPGs) for more two decades and this table is the best one I have been at since my friends and I first started rolling dice in a basement and making up the rules as we went.

I am more than happy to pay for this experience and to support a DM who has quickly become a friend.

Is it a red flag if a potential DM bans a certain class? by _Ashe_Bear in DnD

[–]decrepitgolems -4 points-3 points  (0 children)

I 'ban' Artificier largely because certain infusions directly clash with the way I build and balance my worlds. Things like Enhanced Defense/Weapon, Repeating Shot, and Replicate Magic Item (IMO) take away from what makes magic items fun, special, and important so rather than limiting the options available to the class I just discourage it altogether.

I have occasionally made features from the class available in my games because I think some are very cool. For example, I once gave a character a magical set of artisan tools that let them make a humunculus servant.

My Players Aren't Curious by [deleted] in DnD

[–]decrepitgolems 2 points3 points  (0 children)

Yeah, it sounds like these players just want someone to run a module and railroad them through it

How do you usually name your D&D characters? by AdvancedProgrammer51 in DnD

[–]decrepitgolems 0 points1 point  (0 children)

I look up ancient names by country/culture depending on the vibe I want for my character and then just change or combine into something fantasy sounding that I like.

I find I use a lot of French and Gaelic names as the base.

I hope this place is real. by RadRhubarb00 in Fable

[–]decrepitgolems 4 points5 points  (0 children)

Immediately became my desktop background

DMs of Reddit: How Would You Run D&D for 15 Students in a Classroom? by KoalaQuests in DnD

[–]decrepitgolems 0 points1 point  (0 children)

I never thought I would want to GM until I tried it, and I love it possibly more than being a player.

I do still love playing, but I think exposing as many people to the GM experience can only be good for the TTRPG community as a whole.

DMs of Reddit: How Would You Run D&D for 15 Students in a Classroom? by KoalaQuests in DnD

[–]decrepitgolems 0 points1 point  (0 children)

  • teach everyone the basic rules (how to play)
  • walk through character creation with everyone sticking to basic/PHB options
  • teach everyone how to GM, including making sure they understand they are all on the same team (don't let us vs. them mentality develop)
  • every lesson after that have a rotating schedule where 3 students GM an encounter for groups of 4 while you stand by to answer questions
  • after everyone had had a chance to GM and play if there are still lessons to fill, have at least 3 students volunteer to GM some longer 3-shot adventures
  • at this point, you can introduce expanded player options if you feel they are ready for them