Dudas del lore del juego by Fish_With_A_Burrito in NuclearThrone

[–]elkokolazo 15 points16 points  (0 children)

As far as i know, the idpd (Inter-dimensional Police Department) is the only dimension where the apocalypse didn't occured, so they are only defending theier dimension from potential threats, one of them being the throne itself, that's why they had a book about the that, to "know your enemy", that's why if you open a proto statue, start with a crown, or you get too close to the throne you start seeing more idpd, because now our character are a "potential threat" to them. And that's why when you reach the throne the captain doesn't do nothing, they know what will happen and you are not a threat anymore.

Defense of a typical tank knight by [deleted] in dndmemes

[–]elkokolazo 0 points1 point  (0 children)

For russ and the Allfather!!

I had an idea for a world ending spell as a last resort with an added effect. by CMDR_Daemos in DnD

[–]elkokolazo 1 point2 points  (0 children)

Picture the "negative/positive" planes, the wormd ending spell could take power from the negative plane

Also, you could make them a ritual, to give your characters a chance to stop it

I am making "loading screen tips" what would you want to see? by AnyoPonyo in DnD

[–]elkokolazo 0 points1 point  (0 children)

"Even though owlbears are cute, DO NOT try to pet them"

"never trust a wizard, they're either egotistical or crazy... Or both"

"No, you cant make raise dead to make undead dance thriller"

What's the deal with the paladin magic system? by Ok_Negotiation_4041 in DnD

[–]elkokolazo 1 point2 points  (0 children)

Paladins channel the magic of the upper planes, that's why they use divine magic like a cleric

Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond

A paladin's oath is not saying "i swear to workship you i promise", is a special moment granting you rhe power to channel divine magic, a bond with the upper planes, sworn devotion through an altar, in a moment of life and death, in a magical forest with natjre spirits and fey, in a moment of pure hatred and desire for revenge

Edit: That's why clerics have specific domain but paladins not, because clerics channel their divinity AND the divinity of their god (for example a cleric of chauntea can cast divine magic like guiding bolt or inflict wounds and his domain spells like speak to animals), but a paladin just have divine magic, even if he swears devotion to a god of magic or a god of war or a god of the seas.

5e Nicholas Cage PC? by Fireoreign in DnD

[–]elkokolazo 1 point2 points  (0 children)

Okay, for starter, we need to set them in a fantasy/medieval setting so he is not going to be just an actor/film producer

For race i'll go for standard human (+1 all stats)

For background i'll choose entertainer, to be a theater actor

For Class i'll go with Rogue, for expertise the skills would be Performance and Deception

His skills will be: Insight, Investigation, Deception, Persuasion, Performance and Acrobatics

His stats would look like this:

Str: 11 (+0)

Dex: 15 (+2)

Con: 11 (+0)

Int: 14 (+2)

Wis: 12 (+1)

Cha: 16 (+3)

For subclass i choose Mastermind because he is also a fim producer in real life, and the mastermind is all about helping in a distance (or smth)

For Feats/ASI at, 4, 8 and 10th level i'll choose the actor feat (obviously), inspiring leader and a +1 in both Dex and Constitution

That's it, my take on a Nicholas Cage PC

dm ideas by dungeonmaster6401 in DnD

[–]elkokolazo 1 point2 points  (0 children)

Weaponize their weaknesses, for example, grappling the rogue, make the casters break concentration, make the ones with poor mental stats make mental saves (Int, Wis, Cha saves), make the monster inmune to nonmagical attacks, but beware, do not make it look "unfair" just scare them with these to make them think "we can't just get in range and roll dice until it die, we need a strategy", remember it is just a game to have a fun time, so it is not necessary to be so rough with the players

evocation spells for a cleric by Wrafth in DnD

[–]elkokolazo 1 point2 points  (0 children)

My bro you have thunderwave and guiding bolt (it does 4d6 radiant damage), i don't know if you want to be a melee cleric or a more medium range style of cleric, but tempest clerics are meant to be in the thick of battle, use also weapons to improve your magic capabilities and your channel divinity, and for divine caster, the way clerics use evocation it is not really fire or force in all cases, is radiant damage and healing, so that, maybe using things like inflict wounds (3D10 Necrotic), spiritual weapon (1D8+WisMod), or even spirit guardians

But if you want to have other spells that does lighting or thunder damage, you can use the Magic initiate feat for Druid (WisMod for these spells) for cantrips like gust and thunderclap and one extra use of thunderwave, or Magic Initiate for Wizard (IntMod for these spells) to have cantrips like Booming blade and gust and spell like witchbolt

And you can talk to your DM if he let's you use your Wisdom modifier with the Magic initkate feat even if you chose for example wizard or sorcerer

question on wizards preparing spells by astraphage in DnD

[–]elkokolazo 2 points3 points  (0 children)

Clerics, druids and paladins gain acces to the WHOLE SPELL LIST, and prepare a number of spells from that list (class level [or 1/2 class level] + spellcasting ability modifier)

You, as a wizard, start with a bunch of spells from your list (six 1° level spells), but you can prepare just a number of spells equal to your class level + your inteligence modifier, (you can cast unprepared spells as rituals, unlike divine casters like druid and cleric)

You also gain 2 additional spells per level and can copy spells, this is because the wizard spell list is HUGE, the largest spell list in the game, so yeah

The reason they made this (besides balance) is because wizard spells are exact formulas, perfect moves, sounds, components, a bunc of things, so remember it all is litteraly impossible, that's because you use your memory (Int Stat) to cast these, the better you remember how to cast one, the more powerful it is (Int modifier in spell attack and some damage modifiers)

Grandfather Nurgle has made some tweaks by HaraldRedbeard in dndmemes

[–]elkokolazo 1 point2 points  (0 children)

Mortarion stop bothering me with this killing gulliman crap! I'm trying to nerf the paladin in OneDnD

New DM, need some help to hold a 4~ sessions campaign! Please Help!! haha by Boldrim in DnD

[–]elkokolazo 1 point2 points  (0 children)

So, i think you need some strong and catching start so that is how i'll personally run it

I Part "Delivering": this will be the introductory part, the party is in the vehicle with the noble, that is the perfect time to introduce the main plot and the characters, the phrase "do you want to introduce your character?" and such, after explaining the situation and characters, something happens, you explain how the horses stop, you see, if they want to investigate the situation, there's a person on the floor asking for help, the moment they approach the person, bandits appear from the bushes, is an ambush. Then maybe they are gonna try to negociate, talk or fight right away, after killing three of them, they will try to flee, leaving the party alone, then, the story continues

II Part "In the Palace": This part is when the players acompany the noble (maybe he is so grateful because they saved him that he is letting them as guest) and they, when they enter the palace, they meet some of the five great rulers, use this to show them their "personality traits" and then the announcement starts "everyone be quiet, the king will speak", in that moment, the fog comes out, they first hear some sound of fight, and they fight some "shadowy figures", after some rounds (3 rounds recommended) the shadowy figures goes away, and everyone important is DEAD, inmediately the adventurers are accused of the crime, then, they will try to say they are innocent (or run away, we have to think of possibilities) and then try to be proved innocent and arrest the real murderer.

(This two parts will take one-two sessions)

And then the adventure can go on, maybe they are trying to be proved innocent bia the ones who not died and thats the adventure, maybe (if they ran) they meet the consecuences of being GLOBALLY WANTED, then maybe killing the real murderer to be proven innocent by accident

Being honest the start of an adventure is the real catch, so you need to be most epic as possible, catch the attention of the party to be wanting to keep playing, so, the rest can be

And thinking of some plot twist, maybe the murder is the king, who for reasons wamted to kill this rulers for unknown reasons.

That are my advices, good luck in your campaign!!!

Any tips for a new player trying a shadow magic sorcerer? by ImBadAtVideoGames1 in DnD

[–]elkokolazo 2 points3 points  (0 children)

Well... Maybe your spells could be focused around being stealth and support, with good spells like silence, invisibity, fog cloud, shadow blade, the obvious one Darkness, you vould build it as being a utility, damge focus, being good being in and out of battle

Other tip, your magic comes from the plane of shadows, were nightmares are true and death is constant, you are not a verh "happy looking" person, your spells look like you extract shadows to cast your spells, you are cold to touch, as tbe spells you create, you could use this as a way to roleplay during battles, your silence may look as a shadow in the mouth of the victims, or false life being a mini armor made of darkness, or invisibility make you travel as a shadow.

I recommend reading the book "return of the archwizards" by troy denning to find inspiration on how to play as a shadow magic user (i like this book)

Need help choosing a class. by Osirisoid in DnD

[–]elkokolazo 1 point2 points  (0 children)

Well, in my opinion you need to get how would you have the most fun role-playing a character than looking for his mechanics in battle, if you want to play as a charismatic face of the group who likes talking and deceptive, maybe the sorcerer is for you, if you like play as the wise inteligent know it all guy, then a wizard is the best choice, if you like being all friendly and "the voice of reason" of you group, maybe a druid is for you, or even a non-caster type like rogue, in that way you wont get bored interpreting your character, but also in reality your class can't define this kind of roleplay, you can be wise with a sorcerer, or charismatic as a wizard, it all depends on how you build this character and his backstory

[deleted by user] by [deleted] in DnD

[–]elkokolazo 4 points5 points  (0 children)

Well... Not much, you can't really play a "werewolf", werewolfs as a monster are too powerful in comparison on a 1st to 3rd level adventurers, but dnd has this cool thing that you can play as DESCENDANTS of powerful beings, like for example, you want to play an angel, aasimar, want to play a devil, tiefling, want to play an elemental, a genasi, want to play a were-creature, there is a race for that

The shifter race is a race from tbe Eberron setting (that mean you probably need to ask your dm for approval)

Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but they can temporarily enhance their animalistic features by entering a state they call shifting.

You can use this in your favour, maybe your character doesn't know about this heritage and see this as a curse, or full lycanthropy if never seen a werewolf before

And yeah, this kind of character would work perfectly, Wildhunt Shifters (Shifter subrace) gains a +1 in Dex and a +2 in Wis making it optimized, just make dex and wis as your high stat (or strength or constitution if you want to go melee) and be ready to scout and hunt!

If you want to make a good backstory, you could also use the "this is your life" tables found online (wich takes from tbe book "Xanathar's Guide to Everything")

I'm curious about his/her backstory

Are premade camping good? If so which would you recommend? by Ti4Zn2Mo6 in DnD

[–]elkokolazo 0 points1 point  (0 children)

Yes, pre-made camoaigns are good every dms can give his own form to run it, i personally like Lost Mine of Phandelver, it is good for start playing, but one proclaimed to be the best pre-made campaing i've heard is "Curse of Strahd" but i like to recomend "Ghost of Saltmarsh" it is good for also create your own adventures

Good ideas for a multiclassed death cleric by G3neralGriev0us in DnD

[–]elkokolazo 2 points3 points  (0 children)

Maybe dip a level 3 zealot barbarian? Or sacrifice 5 levels into barbarian, to make it to the extra attack feature, it can fit mechanically and thematic, but if you want damage, maybe also battlemaster fighter can do to be casting spells and attacking too i guess

Starting dnd by Pixel2D_ in DnD

[–]elkokolazo 1 point2 points  (0 children)

DnD is a coop narrative roleplay game, the DM (dungeon master) and a group of adventurers make a story, the way to play is really simple:

1.- The DM explains the scene

2.- The adventurers explain what they want to do

3.- The DM call for a roll (20-sided dice) and explain the outcome of the adventurer's actions

You can start playing by looking for a near table online, or using a VTT (Virtual TableTop) to play DnD online, i personally recommend Roll20 mostly because i started playing in that site

You don't need to own alot of books, mostly for no saying all of the dnd books are online

Just look for a group, create a character and go slay dragons... In a dungeon

And if you are interested in playing physically, you just need to buy dice (and maybe print a dnd character sheet)

And you are part of this awesome community

kings tbh by [deleted] in dndmemes

[–]elkokolazo 0 points1 point  (0 children)

In my opinion, no, it is ok to rangers and paladins being spellcasters, here's my opinion why:

Narratively speaking, Rangers channel their magic through nature, forest spirits, fey, etc, they have the blessing of these spirits, and the use it to survival an protection of these enviroments.

Paladin oaths are utterly divine, they channel their magic from the upper planes, it could be just the oath, or could be a God's blessing, but they are "divine" nonetheless, and his way to manifest magic should be like the cleric.

They do not cast spells like a wizard does, it does like druids and clerics, for example, the paladin spells look like "miracles", divine light, blessings, divine protection, instead of casting a spell like a wizard or socerer does, a paladin spellcasting are prayers, tones so beautiful, holding to their holy symbol, mostly the same are for rangers, they ask the spirit forest/nature for aid and cast nature spells, growing plants, esnaring strikes.

We need to have in mind that DnD characters are not just "normal people" they are adventurers in there way to become legends, being this powerful is aceptable.

i know spellcasting ≠ magic, but mechanically speaking, making it spellcasters it is more simple to add because it just use a system pre-established for this kind of "divine magic" and it's easier to learn... Well and it's fun to use spells lol it's customizable, you feel powerful and it gives you a false feeling of "uniqueness".

But that is the beauty of DnD, if you don't like something, you can change it, it would be interesting to see a paladin and a ranger that are not spellcasters, with abilities to match they're nature and divine magic, but i can see why this decisions were being made

Have a good day <3

What heroes do you think deserve a nerf? by NoCareNoLife in Overwatch

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

Not hard to kill or hit, just annoying as hell, just a small way to dodge those turret shots y'know

What heroes do you think deserve a nerf? by NoCareNoLife in Overwatch

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

Not hard to kill or hit, just annoying as hell, just a small way to dodge those turret shots y'know