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akkator 10 hours
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I did something like this when I made a guide for my new players (can't find it anymore though).
I rated each class (official and my homebrew) and subclass on a 1-5 star scale. 1 being totally noob friendly, with very little chance to screw up your own abilities, and 5 being classes and subclass I'd only let carefully vetted players use, due to their complexity and potential to slow down the table.
Want to know my spiciest d&d take as someone who introduces a lot of people to the game?
Classes (and subclasses) should be rated for complexity, and newer players should be steered away from overly complex options so that they're not asked to do double or triple the work of memorization of other players. This is especially true if the player is going to be slower to pick up on game mechanics, be they young, old, or simply not someone who's very experienced with games in general.
Think about it this way: everyone at the table is expected to learn the base game (what dice to roll, how to pilot their character by talking, actions in combat), some of which is written down but the rest being vibes based and mostly communicated through gentle coaching by the DM. On top of that a portion of your players are going to have to learn how spells work, effectively doubling or trippling their early game class features. This is to say nothing of druids, who not only have to learn all the base features and spells but also have to keep several different statblocks on hand when it comes time to turn into animals/summon familiars. If you have my luck, it's always going to be the shyest/most anxious player at the table who selects the most complicated class, paradoxically meaning the player who's least likely to ask for help is usually in most need of it.
I'm not saying we should restrict all new players to only playing vanilla human champion fighters, but I think a level of oversight is absolutely necessary when guiding new folks into the game. Consider running a trial adventure that's limited to martial classes, introducing a few magic items half way through to give them a taste of what spellcasting could be like.
Forget about the traditional Tank/dps/expert/support/caster party balance, that shit is for experienced players who know what they're doing.
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akkator 22 hours
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Now if only I could get this sort of engagement on my Bunkers and Badasses posts. 馃槄
Borderlands... BL...
No wonder this fandom is kept alive by Jack 脳 Rhys/Timothy shippers.
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akkator 1 day
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I love (and hate) how disgusting they're making specifically the teeth on all the Zeds in Killing Floor 3.
Warning for the Squeamish.
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akkator 2 days
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Maybe we need a union jack crest. Could have the Welsh dragon, Scottish unicorn, English Lion, and... whatever Ireland has as an animal.
Why didn't we put the Welsh dragon on the Union Jack? The Welsh made the single most badass flag ever, and we didn't even TRY to incorporate it into the design??
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akkator 2 days
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This spell came to me in a dream.
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akkator 3 days
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i'm working on a map, but it feels SO SQUARE. ugh im a NERD. put some SLANT on those boxes, MAKE IT LOOKED LIVED IN GRAEME.
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akkator 3 days
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Borderlands... BL...
No wonder this fandom is kept alive by Jack 脳 Rhys/Timothy shippers.
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akkator 5 days
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Calling all Vault Hunters
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Here's a little adventure module for you to try.
Heist of the Pelican
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akkator 5 days
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Calling all Vault Hunters
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Here's a little adventure module for you to try.
Heist of the Pelican
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akkator 6 days
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I was thinking about this post again. I present you a Woodcrafter Artilerist.
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(Tauren Shaman from World of Warcraft)
Maybe I spend too much time thinking about mechanics, when I should think more about how things can be reflavoured.
Flavoured Artificer Concepts
Artificer is by FAR my favourite class in Dungeons and Dragons, primarily for how customisable they can be with regards to their flavour; because of the ability to cast through any tools you are proficient in, it gives a LOT of range to how your magic works. As such, I will put some ideas I have had to build unique Artificers.
An Artillerist that uses woodworking to carve totems; they are flavoured as a tribal shaman that summons the spirits of magical creatures to aid in battle. Their flamethrower turret conjures a dragon spirit to burn their foes, their protector turret calls the spirit of a unicorn to protect the virtuous, and their ballista invokes a manticore spirit to pepper distant foes with spikes. Their other spells can also be flavoured this way, such as Thunderwave being flavoured as an Aerosaur spirit emerging from a totem and flapping its wings to blow enemies away!
A Battlesmith that uses leatherworking to create a horrific stitched Frankenstein's monster for their steel defender. Every time they kill things, they skin the corpses to repair their hideous flesh monster. Or, if you prefer, you could stick with the shamanistic theme from the Artillerist entry, and use leatherworking to maintain the pelt of the first wolf you killed; its spirit inhabits that pelt, and defends you to this day!
An Alchemist that uses chef's tools to create supernaturally delicious food that cures illnesses and grants supernatural abilities. I have actually played this, he used brewers supplies to create caustic acidic drinks, had peppers so hot that it made your breath ignite to cast fire spells, and he would spray sticky toffee over the area for web. He would make food puns, and was named Guido Fiero.
An Armorer that uses jeweller's tools to create bling that imbues them with magical powers. A circlet that grants a force field, a ring that shoots lightning, a pair of bracelets that create thunderous shockwaves when brought together. Then, when you hit level 9, you can have distinct infusion tied to each one! A circlet or diadem or whatever for head armour, necklace for chest armour, anklets for boots, and bracelets or rings for the weapon! Perfect for a wealthy nobleman artificer who wants to broadcast their glamorous lifestyle.
There are loads of other things you can do with each tool proficiency, and it's a shame that the class is so easily pigeonholed into "The Tech Class". Not to say I don't like the gnomish tinker that creates fantastical and crazy gizmos to mimic magical effects. Hell, my character in the campaign I'm not DMing is exactly that, an autognome (Flavoured to look like a normal gnome in the face, so they appear normal when wearing their clothes) that woke up one day in a tinker's lab next to his deceased creator, and then left to try and find a purpose in the world. He has an insect motif, so all of his spells and things are flavoured as small clockwork insects he makes.
But the point is, while that's a staple of the Artificer class fantasy, there are loads of other ideas to flavour it! A calligrapher that writes arcane runes in the air, a potter with a terracotta soldier for a steel defender, a weaver that knits arcane circles, a painter whose drawings become magical effects, a glassblower whose glass figurines come to life, I can't think of one for cartographer's tools, but I bet there is a dope idea in there somewhere!
Even as I mentioned before with leatherworking, you can have the exact same class, the exact same subclass, and the exact same tool, and STILL have wildly different flavour! One is Doctor Frankenstein, the other is a mystical shaman with a spirit guide!
Anyway, that's today's rambling. I would also do a thing on subclasses the Artificer could have, given they only have four, but that's a whole other rant. Besides, this is already a thesis.
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akkator 8 days
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"The Grimm Variations" is one of the most interesting anime I've seen in a while. Heavily recommended.
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akkator 8 days
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Call me John martial, because I'm not a class but a concept.
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I was expecting anything but not Bard
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akkator 9 days
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you know he would have been one of Those kids
inspired by this pic:
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akkator 10 days
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So, I鈥檝e been reading through some of the D&D 5e adventure books recently, and getting increasingly frustrated.
For context, I have been running 5e for the last 8 years, and I have only run pre-written content twice (to my recollection).
This new video by Matt Colville perfectly sums up my thoughts on the current state of official D&D releases; They are just too long.
I knew it was bad, but I didn鈥檛 realize how bad until I started seriously consider running one for real.
I鈥檓 heartbroken at the idea that some people will try D&D, play through the first 10 sessions of Curse of Strahd or Storm King鈥檚 Thunder, and decide that TTRPGs as a hobby aren鈥檛 for them.
And I would understand if they did!
TLDR; This video is good and makes my case better than I could.
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akkator 10 days
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Flavoured Artificer Concepts
Artificer is by FAR my favourite class in Dungeons and Dragons, primarily for how customisable they can be with regards to their flavour; because of the ability to cast through any tools you are proficient in, it gives a LOT of range to how your magic works. As such, I will put some ideas I have had to build unique Artificers.
An Artillerist that uses woodworking to carve totems; they are flavoured as a tribal shaman that summons the spirits of magical creatures to aid in battle. Their flamethrower turret conjures a dragon spirit to burn their foes, their protector turret calls the spirit of a unicorn to protect the virtuous, and their ballista invokes a manticore spirit to pepper distant foes with spikes. Their other spells can also be flavoured this way, such as Thunderwave being flavoured as an Aerosaur spirit emerging from a totem and flapping its wings to blow enemies away!
A Battlesmith that uses leatherworking to create a horrific stitched Frankenstein's monster for their steel defender. Every time they kill things, they skin the corpses to repair their hideous flesh monster. Or, if you prefer, you could stick with the shamanistic theme from the Artillerist entry, and use leatherworking to maintain the pelt of the first wolf you killed; its spirit inhabits that pelt, and defends you to this day!
An Alchemist that uses chef's tools to create supernaturally delicious food that cures illnesses and grants supernatural abilities. I have actually played this, he used brewers supplies to create caustic acidic drinks, had peppers so hot that it made your breath ignite to cast fire spells, and he would spray sticky toffee over the area for web. He would make food puns, and was named Guido Fiero.
An Armorer that uses jeweller's tools to create bling that imbues them with magical powers. A circlet that grants a force field, a ring that shoots lightning, a pair of bracelets that create thunderous shockwaves when brought together. Then, when you hit level 9, you can have distinct infusion tied to each one! A circlet or diadem or whatever for head armour, necklace for chest armour, anklets for boots, and bracelets or rings for the weapon! Perfect for a wealthy nobleman artificer who wants to broadcast their glamorous lifestyle.
There are loads of other things you can do with each tool proficiency, and it's a shame that the class is so easily pigeonholed into "The Tech Class". Not to say I don't like the gnomish tinker that creates fantastical and crazy gizmos to mimic magical effects. Hell, my character in the campaign I'm not DMing is exactly that, an autognome (Flavoured to look like a normal gnome in the face, so they appear normal when wearing their clothes) that woke up one day in a tinker's lab next to his deceased creator, and then left to try and find a purpose in the world. He has an insect motif, so all of his spells and things are flavoured as small clockwork insects he makes.
But the point is, while that's a staple of the Artificer class fantasy, there are loads of other ideas to flavour it! A calligrapher that writes arcane runes in the air, a potter with a terracotta soldier for a steel defender, a weaver that knits arcane circles, a painter whose drawings become magical effects, a glassblower whose glass figurines come to life, I can't think of one for cartographer's tools, but I bet there is a dope idea in there somewhere!
Even as I mentioned before with leatherworking, you can have the exact same class, the exact same subclass, and the exact same tool, and STILL have wildly different flavour! One is Doctor Frankenstein, the other is a mystical shaman with a spirit guide!
Anyway, that's today's rambling. I would also do a thing on subclasses the Artificer could have, given they only have four, but that's a whole other rant. Besides, this is already a thesis.
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akkator 21 days
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I really like this layout. Is it easy to read?
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akkator 21 days
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I'm sure I've asking it before, but I was thinking about it again for a new character (I'll never get to play).
If - in DnD5e - Enlarge increased your damage dice, multiplying them by your size factory (large x2, huge x3), what level spell would it have to be. I'm thinking 4th.
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