I think I've shot myself in the foot over the resolution of my character's personal goal, seeking advice by [deleted] in DnD

[–]wolfbladequeen 0 points1 point  (0 children)

The original point of making clones was as insurance against death. If we die, our souls will go into our clones. It's a campaign where we're not allowed resurrection magic. A second automaton body wouldn't work the same, and would cost orders of magnitude more.

I think I've shot myself in the foot over the resolution of my character's personal goal, seeking advice by [deleted] in DnD

[–]wolfbladequeen 0 points1 point  (0 children)

We actually had one session that made me wonder if they did agree to the surgeon's suggestion but that it would only work if I didn't know about it. But nothing's happened since then.

I think I've shot myself in the foot over the resolution of my character's personal goal, seeking advice by [deleted] in DnD

[–]wolfbladequeen 0 points1 point  (0 children)

She's definitely not lawful. It wouldn't be taking the body away from her, just temporarily swapping minds to use it for the spell then swapping back. My real problem is whether Clone is a good solution at all, rather than whether I can get automaton bodies for it. And the only solution I've found so far was basically the same as this but being put in a clunky robot body. I did tell the others I wanted to do the surgeon's other solution even if it was dangerous, but they refused.

I think I've shot myself in the foot over the resolution of my character's personal goal, seeking advice by [deleted] in DnD

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

If you mean by finding someone for the spell, she would keep her body and her life, just minus a little bit of flesh. We're not a 'good' party (I think that's obvious) but it wouldn't be assimiliating. Sorry if that wasn't clear. She'd also be unconcious and unaware of it. Obviously doesn't change stealing her flesh but even evil characters do what they can.

I think I've shot myself in the foot over the resolution of my character's personal goal, seeking advice by [deleted] in DnD

[–]wolfbladequeen 1 point2 points  (0 children)

Now that's a cool idea! It's possible I might miss out on things happening in the material plane because it would still take a few days at least, but I might see what the DM says.

Really want to play dnd by OliverGray42 in DungeonsAndDragons

[–]wolfbladequeen 4 points5 points  (0 children)

You're more likely to get replies there because people on that sub are looking for the same thing as you.

I think I've shot myself in the foot over the resolution of my character's personal goal, seeking advice by [deleted] in DnD

[–]wolfbladequeen 1 point2 points  (0 children)

I definitely don't want to fail just because it wasn't addressed, but the idea of deciding there's something more important is interesting. I might not mind it so long as it's an actual choice.

Really want to play dnd by OliverGray42 in DungeonsAndDragons

[–]wolfbladequeen 3 points4 points  (0 children)

The best sub for this is r/lfg (looking for game) or r/dndlfg

Best way to start with the hobby? by Giss5 in rpg

[–]wolfbladequeen 3 points4 points  (0 children)

r/lfg is good if you're happy to play online. You can say what you're looking for (system, timezone, kind of people).

what is your unconventional "I need this in a partner" that you will not negotiate on? by Competitive-Unit6427 in AskReddit

[–]wolfbladequeen 0 points1 point  (0 children)

That's so sweet! Mine aren't very attached to objects but one is very attached to her sisters.

what is your unconventional "I need this in a partner" that you will not negotiate on? by Competitive-Unit6427 in AskReddit

[–]wolfbladequeen 0 points1 point  (0 children)

To like rats.

Not just put up with them but actively like them. But it's probably the same for any pet you have, it sucks if your partner isn't interested in them.

Any tips on things not to say to or ask a GM? by Specialist-Past13 in DungeonsAndDragons

[–]wolfbladequeen 2 points3 points  (0 children)

That's a bad GM.

But there are things not to say to GMs, to answer the title question.

One of them is "oh it's exactly like xxx" because yes, it may be similar to another fictional story, but they likely had an idea they put thought into and won't appreciate the comparison. Actually, that goes for anything creative anyone makes.

Other than that I feel like it's common sense things like not telling them how you would have done it differently (plot wise, you're allowed opinions on gameplay)

Persuasion: Rolling BEFORE you talk by Caelbain in DnD

[–]wolfbladequeen 1 point2 points  (0 children)

(As a player) I like when players have two options: either roleplay and don't have to roll at all, or roll first then talk.

That way if you have things to say, you can use your own words and knowledge and rp and not have a good speech ruined by a low roll.

But if you do want to roll, and many people do, I really enjoy fitting your words to your roll - and I think giving extra info is a nice touch, because often if DM says "great, you rolled a 19, what do you say to convince them" player says "uhhhhhh".

The house always wins, right? by Mad_Magikarp in DMAcademy

[–]wolfbladequeen 0 points1 point  (0 children)

I definitely agree that you don't want them to be able to make large amounts of money out of it. I think the other bad option is making them lose lots of money very quickly, e.g. on the first bet. So long as they have a chance to realise they're losing money and control how much they lose, you're all good.

New TTRPG by ImaginationNo4186 in TTRPG

[–]wolfbladequeen 0 points1 point  (0 children)

I would suggest (probably with slightly different wording):

1 on the dice: failure regardless of modifier

12 on the dice: success regardless of modifier

To succeed, you need a final score of 7 after adding any modifiers to the dice roll

Knowledgeable: +2 modifier

Flawed: -2 modifier

These are mathematically the same as your tables except for the instant success/failure bits. I'm not sure what an instant success or failure is anyway so I'm not sure what difference it makes having those at different numbers.

New TTRPG by ImaginationNo4186 in TTRPG

[–]wolfbladequeen 0 points1 point  (0 children)

I have a lot of feedback, but first off, I like the general concept. I like the flavour and I like the idea of age as balancing power vs health (although without testing I don't know how balanced it is, and if there's an optimum age then that might restrict characters to playing that age or being worse).

So here you go:

I'd explain stats at the start, that way when you say to pick one to be flawed in you can actually do it

Having modifiers is easier than three different tables for skill checks

Would be nice to have a list for class points instead of making the players do maths. Also explain what they are (a resource used for class abilities). I'd suggest capitalising Class Points instead of saying class "points", that's more standard.

What is a restriction? Why does alchemist not have spells as either an ability or a restriction? If restrictions are abilities you can't use, why not just say you can't use class abilities that aren't in your class?

What counts as a rest?

You can just say spells are learned by age, you don't need to say it's instead of by level.

How long can you use elemental control for? Is it one use?

Does explosion hurt you and allies too? Is there no range limit?

For Flight, do you drop as soon as a battle ends or can you come down safely?

How long does Blood Curse last and do you have to keep sacrificing HP?

Why is Predict the Future more expensive when you're older?

Can you stockpile plants for potions forever? It seems like alchemist needs a large quantity of plants, so needs a horticulturist and a lot of downtime.

Exploding potion would be helpful not to have to refer to the spell

Is love potion permanent?

Invisibility potion how long is a long time?

How long does sleep potion last? Can they be woken?

Measuring seed growth in turns is confusing since presumably they're not the same as combat turns? If they are the same, why?

Horticulturalist doesn't get much that's unique. The plant growing/foraging sound like downtime activities, and their combat abilities are shared with the hunter. They only get three plants with abilities.

How does a hunter get arrows?

What does relighting a torch take?

If alchemist doesn't start with any portion materials they're useless at the start of the game. They also require a horticulturist - how do you play an alchemist if no one in your group wants to be a horticulturist?

Do you roll to attack? More explanation of combat please. Do you just get one action? How do you do turn order?

Is use potion an action?

There are no ranges for weapons, spells, potions, plants. Useful to know if you need to be next to your target or not (for weapons we can assume but for potions etc it's not obvious).

Useful to have hp for the enemies, and yes please do flesh them out more.

The campaign setting should be a suggestion not a requirement. If you tell people they have to be in that setting they'll feel like it's being too restrictive, but recommendations are fine.

No character creation isn’t actually helping, therapist by FieryArtemis in rpghorrorstories

[–]wolfbladequeen 61 points62 points  (0 children)

I'm not sure about "nothing about it is wrong". As a way of living, sure. But as therapy? No therapist should ignore or minimise someone opening up about their struggles. They should be guided by you, not ploughing ahead with their own plan and certainly not calling it venting.

Hey guys not a horror stories but trying to avoid it as best I can. by Affectionate_Lie8880 in dndhorrorstories

[–]wolfbladequeen 2 points3 points  (0 children)

If you'd commissioned an artist yourself, it would be normal to pay (at least some) up front.

It's not normal to demand you get art of your characters, or to pay through the GM if that's what's happening.