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Is player killing a team mate in Dungeons and Dragons frowned upon?For the most part, yes.But depending on the campaign, the players, the GM, and the characters it might be looked upon as a permissible thing.I’ve killed a teammate once and only once.And he deserved it.He was Chaotic Evil and played as Chaotic Stupid and Chaotic Random. He was introduced to the rest of the party bathing in the fountain of the local temple, and upon being asked politely not to do that, promptly peed into the fountain and ran about town nude, attempting to avoid capture.His antics were not appreciated by PC and NPC alike, and in fact my character had been told specifically by the sheriff that not only would he look the other way if some accident were to befall our Chaotic Evil Sorcerer, then in a similarly accidental manner there might be some monetary and gear rewards finding themselves in our possession.My character declined the matter and stated that though he’s problematic, he is also effective in some circumstances and would continue to survive, unmurdered by her, as long as he continued to live up to his usefulness.So not a minute later the Sorcerer was openly threatening and antagonizing the party MVP, that being my tiger animal companion.That tiger was easily the most effective member of the party, and due to my PC’s habit of rolling attack dice and missing, also the most effective damage dealer we had, as well as the designated tank.My character stated that the Sorcerer would apologize immediately, or else there would be trouble.The sorcerer continued to blather and doubled down, threatening the animal companion again.I said out of character “She’s going to kill you if you don’t apologize, you realize that?”He replied with “Yeah, but my character thinks he can take her.”“I’m going to tell you right now that you can’t. If you keep it up your character is going to die.”I asked the other party members and the GM if they were okay with the two characters having a duel to the death, and they were.I don’t remember who went first, but if he didn’t he didn’t do anywhere near enough damage to kill me.Unfortunately for him, he’d positioned himself in between my Hunter and the tiger.The Hunter’s build lends itself easily to boosting up the capacity to deal damage and hit during a flank between the Hunter and Companion.I didn’t need to roll. The tiger full-attacked (2 claws and a bite) and shredded him to negative HP enough that the Sorc died instantly.We’d asked him OOC to tone the nonsense down and behave better and stop getting the party into trouble, and he didn’t.The GM was fed up with it and had his in-game NPCs putting it on the table as an option.He was given the opportunity to back down both IC and OOC, and he didn’t.His character died as a result and he rolled up a new, better-behaved character and the campaign went along its merry way and our next minor story arc was basically being sucked into the video game DOOM and us helping the Doomguy rip the guts out of demons.
What are some good one-off ideas for D&D 5E?Here’s an idea I’m developing for the campaign I’m currently planning. You could use it as a one-off, or as the leading edge of a much larger story.Bear in mind that I am running a relatively low magic world with very few “conventional” monsters, which is why this idea works in the game I’m planning. Giants don’t EXIST here. Never have.Background Information:Nearly two centuries ago, the Kingdom of Candle’Bre was on the brink. The armies of the King stretched thin and under brutal, continued assault from foul creatures from beneath the earth.What they lacked in skill in battle, they made up for in cunning and numbers and humanity was losing the war against them. Desperate times called for desperate measures, and the King set up a secret council called the Shadow Keepers that was given virtually unlimited latitude when it came to experimentation.Since no regular troops could be spared, this shadow organization mostly relied on companies of Free Swords, sending them into battle with all manner of experimental equipment.One of the companies in question hailed from the southern portion of the Basin. Known as “The Grey Cloaks” they had gained a measure of local and regional fame, but were not widely known of beyond their traditional stomping grounds.The Grey Cloaks were hired by the King’s Shadow Keepers during the middle part of the war and served with distinction, gradually making their way into the northeastern corner of the Basin where the fighting was the thickest and most desperate.The last known order given to the Grey Cloaks was that they were to forced march to a trading post called “Gilliam’s Ferry” in support of a garrison of King’s regulars stationed there.They were never heard from again.Every member of the company simply vanished, along with the garrison and the townsfolk that lived in the area of the Ferry.In time, the war ended, and against all odds, humanity prevailed. Peace returned to the Kingdom. Gilliam’s Ferry was rebuilt and is today, a thriving center of trade in the sparsely populated province of Vargalas, with more than two thousand citizens calling the place home.Alas, peace is never eternal, and dark forces are apparently brewing in the region once more. Outlying farmsteads have come under attack in recent weeks. Homes and barns toppled and smashed as though they were little more than children’s playthings, and never any survivors. No bodies at all, for that matter. No livestock. No people. Nothing but a barren waste where a thriving farm once stood.The people in the region are terrified. The King is mustering a contingent of troops to send into the area, but the Ferry lies in a remote part of the Kingdom, and it will take time to create a strong, official presence in the area.That is why the Duke of Vargalas has sought you out. His people are under threat NOW. They can’t afford to wait weeks for the King’s garrison to arrive.((The Duke of Vargalas is a portly, balding man of perhaps sixty. Normally a shade on the haughty side, he’s desperate for help and instead of summoning the party to his Keep, he comes to them with minimal guard, seeking their aid, essentially hat in hand - His is a poor province so he cannot pay much in terms of gold, but he does offer an impressive tract of land north of the Ferry and Lordship titles to the party if they succeed in their efforts on his behalf to get to the bottom of the mystery and put an end to the attacks in the region)).Recommended levels: 9–12What’s Really Going On:When the Shadow Keepers sent the Grey Cloaks north, they were outfitted with an impressive array of weaponry, and every member of the company was given several potions of giant growth.The thinking was, when battle was joined, members of the company would drink the potions, and hopefully have enough to supply the garrison already there with the same boon), they’d grow to impressive size, giving them a decisive advantage over their hated foes.As the players move into the area to investigate, they’ll discover a long-forgotten cave system which the company (and the garrison they were sent to relieve) apparently used as a forward base as they took the fight to the enemy.Inside the cave, the group will find a journal which will provide a sadly incomplete accounting of what happened next. Here are the highlights:The Grey Cloaks did as ordered, and the Garrison commander took overall command. They marched out to give battle to the enemy, and by all accounts, the Shadow Keepers’ plan worked as they hoped it would. The foul creatures proved to be no match for giant sized opponents. Before long, the enemies of the realm were on the run.For reasons unknown, the effects of the potion did not wear off. The Grey Cloaks and the Garrison were permanently stuck at giant size.They tried to go back to town but were attacked on sight by terrified villagers who formed an ad hoc militia. The garrison commander ordered a retreat, lest he be forced to kill the villagers.Time passed and the unit grew increasingly desperate. Discipline broke down and infighting began as the group struggled with how to proceed. With provisions running low, the group took to making raids into the village to keep themselves fed. Eventually, those raids escalated into increasingly desperate fighting which went unnoticed given the chaos raging throughout the Kingdom.At some point, the Garrison Commander fell. The records are incomplete on this point. While it’s unlikely he was killed during a raid, it is possible. It’s also possible he was killed during the increasing infighting. In any case, with morale and unit discipline shattered, the group became increasingly violent and unpredictable, eventually descending on the town en mass, killing all the men and children and making off with the women, who they force fed the last of their potions to create women of comparable size to themselves, then with the region devoid of any who knew of their existence, they scattered back into the desolate hills of Vargalas, preying on any creature who ventured into the region.When the war ended and humanity moved back into the area in force, they retreated further north, but now, nearly two centuries later, with their own numbers expanding, they’re moving south again. The tribe needs more room, and they are intent on taking it.Other Notes:Over the course of these two centuries, there’s been a lot of inbreeding, so consider these giants to be a combination of Hill Giants and Fomorian (they’re not so deformed that they cannot throw boulders).At some point, the survivors broke into five “families” or clans. Perhaps this was done in an attempt to minimize inbreeding, with husbands and wives being paired from different clans, but little is known for certain.What IS known is that there are now a couple thousand of these brutes all told, and that they pose a very real threat, not just to the Province of Vargalas, but to the Kingdom as a whole. And they’re hungry. They’re very, very hungry.If used as a one-off, the party uncovers the root cause of the problem, reports back, hands off the information and waits for the King’s regulars to arrive, keeping the town safe in the meanwhile. Adventure ends, and the King’s troops deal with it.Or, you could turn this into a mini-campaign where the players set themselves firmly against the giants, trying to fight them off and stem the tide. Or, they could try to seek out a diplomatic solution that would allow the two groups to share the region and live in peace. Lots of possibilities.Note too that the presence of five distinct “clans” or factions in the group opens the door to the possibility that the players could pit one group against another…
What stunt did your D&D players pull that completely derailed the campaign?I started a Holy Crusade.Murphy Barrett's answer to What are you banned from? Why?I’m banned from ever playing a Paladin again, back in my old high school DnD group.On a lark, I played a Paladin in a new campaign. The GM let me create my own pantheon, who were loosely based on the Nordic deities. I even wrote down the tenets of the Order and my Pal’s exact vows.The campaign is running smoothly enough, despite the tendency of the DM to railroad us, and since my Pal was more about duty and honor than slavish obedience to the law, there weren’t too many inter-party conflicts. Mostly just my Pal insisting that we have to actually honor contracts we’d entered into. Honesty was a big deal to him.So then we get a new player, a buddy of the GM who we didn’t really know, but “Hey, more players!”So we all got to learn about Kender. The “oh so cute”, innocent (my ass), little kleptomaniacs who are just so noble they don’t actually have a concept of ownership. At first the party thought it was merely funny when my Pal routinely made the kender turn out his pockets and ruck before we left a village, and return everything he’d “borrowed”.Then the little shit started stealing from the party. The Ranger’s bow. My holy sword. Money. Food. Everything.After several months of this, we’re on a big quest, near the end, and we’ve lost the MacGuffin. We searched high and low, fought enemies we’d rather have avoided, because we thought they’d stolen it. We finally get it back, and lo and behold, we find out that the little kender had stolen it and sold it to a merchant for…something…leading us on this merry chase of recovery.And then my Paladin realized the truth. The kender are the master of lies. They pretend to be sweet and innocent, and use that as a cover to spread chaos and discord. They unweave the very fabric of civilization with their depredations. All the while claiming moral superiority, being “above” notions of ownership. They are agents of evil, working to destroy life as we know it.So the little fuck stood there, staring up at us with those big, innocent eyes, unable to understand what he’d done wrong. Sure. My Pal struck the kender’s head from his shoulders. The party was shocked, especially the prick playing the kender. He thought his antics were cute.And thus began the Great Kender Crusade. I single-handedly derailed the entire campaign to launch this crusade. By this point, the other players were pissed off enough at kender boy, and the DM for letting him run amok, that they went with it.The DM at this point became directly adversarial, but couldn’t pull a “rocks fall, everyone dies”, because we would have just started a new game without him. Further, Mr. Kender Lover became the DM’s assistant, basically playing for the side of the Kender.Things got brutal. We burned villages, piked kender, slaughtered families, recruited allies. We had to look up the rules for massed armies to fight.I got into high form, channeling the best evangelical psignNowers and orators, rallying allies to our cause. The DM tried to revoke my Paladinship, claiming I was no longer lawful. I argued that I was utterly lawful, that the kender were thieves and liars. I challenged him to show where I had violated my vows. I hadn’t.By the time the campaign was finished, the world had been cleansed of the vile touch of the kender, and my companions looked upon what we had wrought and wept. The grass grew green, fed on the red blood of kender. Of course my Paladin exulted, his holy task finished, the great evil of the world cleansed.And that’s why they wouldn’t let me play a Paladin again.
I want to start playing Dungeons & Dragons. Having never played the game before, how should I start?5th Edition is great. There’s a ton of excitement and support for it, and it’s much more “new person” friendly - the rules are streamlined (while still allowing for a ton of depth), and its focus on narrative play is much closer to what people expect from D&D. With 3rd and 4th, it was much more about crunching a ton of numbers, maximizing your character’s skills, and not making bad decisions in stacking your buffs or positioning yourself. 5th is much closer to what you see in pop culture, with people sitting around a story and telling a story, just using the dice to add uncertainty to outcomes.The most important thing to have is other people. This is another reason to start with 5th Edition. Most local gaming stores will have nights where you can go and play some D&D with other people who are experienced. Be careful - not everyone is friendly. Don’t feel like you have to keep playing with a group just because they’re there - if they’re unwelcoming, find another group (MeetUp can be great for this, as well).If you have a group of friends who wants to try D&D, pick up the starter kit and run through the included adventure with the pre-fabricated characters. From there, you can pick up the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual - as well as some of the adventure books, if you don’t have a DM (Dungeon Master - the person who runs the game) who wants to create their own adventures.If you, personally, are interested in DMing, I’d pick up the Dungeon Master’s Guide as soon as possible. It has a ton of great information on how to design adventures and make an RPG table “work”. Even if you don’t want to DM, this book can be useful for a new player to read. It’ll give you a good idea of how to work with the DM to maximize everyone’s fun, as well as show you what a good DM should be doing so you’re more willing to leave a table with a DM who isn’t doing their job well (a bad DM can ruin your experience with D&D).
In D&D, how do you play a character with a very high intelligence ability score and a very low wisdom?I did it during a short (3–4 session) 5E test not too long ago. Surprising success.The character was a starting human wizard — adequately skilled, but not ‘exceptional’ stat-wise or spell-wise. I composed a personality… well… naive, socially awkward, and impulsive (maybe “Asperger-esque,” though that wasn’t my original tack). I had William Golding’s Lord of the Flies on my mind, for some reason, so I decided he was a high-ranking graduate of some magical academy, forced to wear the stiflingly warm woolen cloak and cap like Jack’s choir-schoolboys, stringently trained convent/seminary-style to handle common social situations, not very world-wise or possessed of ‘common sense’ instinct.Aron Maarten spoke in a raspy adolescent voice reminiscent of Matthew Broderick from Ladyhawke or Tracey Walter (the dagger-thief Malak) from Conan II. When introducing himself, he would frequently blurt out “I was salutatorian in my class.” Upon encountering women (courtly ladies, female adventurers), he would rise to his feet and mumble “Master Mordecai says initiates must surrender their seats to ladies,” or “Master Mordecai says, when women are present, initiates must sleep on the floor,” or similar. He was, of course, very book-smart, and even strategically clever, in his fashion. Later in the adventure, he would recite “Master Mordecai says initiates cannot bed down for the night until they have set the first-semester alarm spell,” blah blah blah.For the first hour or two, Aron was a subject of some mockery. (“What, are you playing him as autistic or something?”) After we got into the groove, he gained credibility; he became a pitiable but heroic figure, frightened of combat, frightened of the fairer sex, frightened of sleeping outside in the wilderness, and yet cognizant that great things were expected of him, that he had a duty to aid and support his fellow adventurers. The other players even subconsciously came to treat him as a ‘little brother’ or ‘junior recruit,’ sparking some interesting codependency/hero-worship storylines we wouldn’t have attempted otherwise.The party divided (unwisely), and Aron-and-warrior were ambushed by two lesser drakes. Aron survived (improbably) via high rolls and the Thunderwave spell (only time that’s ever worked for me), but the warrior was torn apart; from that point onward, I played the young scholar as a sort of scared-Vietnam-newbie who spoke less and thought more. He hid beneath tavern tables and stabbed at goblin legs; he got into short-range spell flinging confrontations, losing his composure and shrieking DIEEEE; you get the picture.During our final adventure, Aron bid his (surviving) knightly big-brother-figure farewell, putting his hand on the cavalier’s cheek and saying in his high raspy voice, “You will be a great warlord someday, Willem… and I… I will be a great wizard.” We decided during our endgame-denouement that Aron, hardened by his travails and a bit jaded by the social order, returned to city life, using a share of his newfound wealth to romance older widows and gain peerage by so doing, as did Chevalier Danceny at the end of Dangerous Liaisons. It was a great time.
How do you fill a Shadowrun character sheet?This depends strongly on what edition you are playing and what rules your group is using. I recommend tracking down a copy of the core rulebook for the edition you are playing; you will not otherwise be able to get very far without your GM (game master) leading you through every step of the process themselves.If you are playing 4th Edition or 5th Edition, I’d suggest the program Chummer, which is a character generation program that also allows you to export character sheets in various formats and even track character stats through gameplay. It is free and open source software.Chummer for 4th Edition can be found here:Download ChummerChummer for 5th Edition can be found here:chummer5a - ReleasesChummer for 4th Edition is less likely to be changed in the future than Chummer5a, so luckily you will not need as much of a hassle to get yourself and your friends onto the same version.
How do you prepare for your first session as a DM in D&D?I taught a game master training course for a few years. Here’s the short version:If using an adventure written by someone else, your preparation time should be equal to your anticipated playing time. I run four-hour sessions, so I spend four hours during the week reading the adventure, writing notes on how my NPCs and monsters will behave, preparing player handouts, maps, and miniatures, and prerolling the first few random encounters, if the module has them.Know the combat rules.Have a dispute resolution system in place. My rule is that if I can’t find a rule or clarification in two minutes, I make a call and look it up at the end. As a general rule, unless it seems particularly ridiculous, rule for the players over the monsters. (One alternate method I recommend is the “roll anyway” method. If you aren’t sure if a player gets a saving throw for something, let them roll. If they fail the roll, there’s no need to look it up immediately.)Be fair and consistent. If something works for your NPCs, it has to work for the party.If this is the start of a campaign, know what the players’ wants and expectations are before you start. I used to use a two-page questionnaire to learn what type of game they wanted (climate, pantheon, roleplay vs. roll-play, monsters vs. puzzles, high magic or low magic, freeform adventuring or strict objectives) and what they didn’t want (drow, being forced to play certain alignments, Scottish accents).Don’t create your whole multiverse before the first session. One town or quarter of a city is about as far as you should go.If another player is an experienced DM, use them as a resource. I have been a DM for forty years, and I still will regularly pull another DM away from the table to get a second opinion to make sure that I am ruling fairly.Don’t run a DM PC. You’re running the game, not playing a character. (The only time I have deviated from this is when I took in a couple of characters from a game in which I played when that game folded. These PCs wanted to consult my former PC, who was a librarian/researcher, for information. I allowed this, but I ran him strictly as an NPC, giving him no experience or income from his work.)Most importantly, have fun.
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How do I make my first DND character?Suggested clip D&D Quick Tips - Creating Your First Character - YouTubeYouTubeStart of suggested clipEnd of suggested clip D&D Quick Tips - Creating Your First Character - YouTube
How do you roll ability scores?The classic method for determining ability scores is to roll four six-sided dice (4d6), dropping the lowest; so, if you roll a 5, 5, 4, and 2, you would drop the 2 and add the rest together, giving you a 14. You do this six times and then arrange the numbers however you like among the six ability scores.
How is initiative calculated?Determine initiative modifier. Characters act in order in combat according to their initiative. Your character's initiative modifier equals your Dexterity modifier plus any modifiers from class, race, or other features. Once you have worked out your initiative modifier, note it on your character sheet.
How do you roll a character in 5e?Roll your ability scores. You have 6 Ability scores to roll for: Strength, Dexterity, Constitution, Intellect, and Wisdom. You can either roll 4 6-sided die and record the cumulative total of the highest 3 dice 6 times or take the \u201cstandard set\u201d which is 15,14,13,12,10,8.
How do I create a D&D 5e character?Step 1: Character Concept. If there is one thing that is not covered in the PHB step-by-step guide its discussing the core concept of a character. ... Step 2: Pick a Race. ... Step 3: Pick a Background. ... Step 3.5: Alignment. ... Step 4: Pick a Class. ... Step 5: Generate Ability Scores. ... Step 5.5: Higher Level Characters. ... Step 6: Equipment.