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Made in us
Dominating Dominatrix






Dragonlance was a good bet before that whole lawsuit thing.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Member of the Ethereal Council




USA

Definitely.

Planescape is another possibility. I think it's pretty popular still as a setting. Part of me just assumes that they'd rather expand the variety of settings and Dark Sun and Spelljammer bring wholly new things to the table. Greyhawk is Greyhawk.

   
Made in us
Decrepit Dakkanaut





Glorious Nation of U.S.S.A!

It's been a long run. With the next version coming in 2024 (whether it be a true 6e or 5.5 revision), I wonder if they'll do a prolonged public test ahead of time.

How long was the DnD next playtest?
   
Made in us
Shadowy Grot Kommittee Memba






Honestly, sounds like hte best thing for it. The best thing 5e has going for it is all the bells and whistles and add-ons, but the core system could really use some baseline level improvements in various areas - extra core actions you can do besides 'hit thing do damage numbers', some kind of effect that being damaged does to you, a solution to 'pop up healing' where a fighter goes to zero but ANY healing at all pops them back up to full potential, etc.

Personally I dont REALLY give a gak that levels 15-20+ are op or whatever, the higher levels dont really add anytning particularly interesting for me anyway.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Exalted Beastlord




 warboss wrote:
It's been a long run. With the next version coming in 2024 (whether it be a true 6e or 5.5 revision), I wonder if they'll do a prolonged public test ahead of time.

How long was the DnD next playtest?


Externally? About nine months, maybe a bit longer.

I hope they don't do that again, personally. They did a poor job too much emphasis on feelings, not numbers;and they scrapped subsystems entirely and then carried on as if they didn't have to test the replacement systems. The final version had too little in common with what was actually tested.

Efficiency is the highest virtue. 
   
Made in us
Battlefield Tourist




MN

Voss wrote:
 Easy E wrote:
Controversial Post Ahead:

Railroading is an essential tool for a GM and is needed for good session/adventure design. A GM must have an idea of a sessions Hook, Encounter Path, and Big Finale as a backbone of their session. How players move between these points is irrelevant and at the whims of the players.

Big Finale on a session by session basis? That's a bit much, and a quick road to exhaustion for players and the DM. Similarly, not every session needs a hook or 'encounter path' (whatever you may happen to mean by that). They should follow from previous sessions, and from the players goals and motivations (and hopefully what they're encountering in the world).

Though 'how' players move between the points is very much not irrelevant. They need to build naturally and logically on each other.


You are right. By session maybe a bit much! Perhaps per 'adventure" is a better way to phrase it.

Encounter "path" is essentially just key nodes the players will encounter along their adventure. They could be linear or out of order, but probably need to happen before the big finale.

@the_Scotsman- I think you are correct in that the "rules" of improv are possibly more important than other rules in an TTRPG. Perhaps more rulebooks should cover those a bit more?

As for 5.5? Bleh. D&D is almost as bad a carousel as GW. I mean, how many of us have purchased multiple PHBs or DMGs all ready?

Support Blood and Spectacles Publishing:
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Made in us
Decrepit Dakkanaut





Glorious Nation of U.S.S.A!

Voss wrote:

Externally? About nine months, maybe a bit longer.

I hope they don't do that again, personally. They did a poor job too much emphasis on feelings, not numbers;and they scrapped subsystems entirely and then carried on as if they didn't have to test the replacement systems. The final version had too little in common with what was actually tested.


Thanks. And, yeah, the public playtest is what I was referring to. Nine months (or even a year) seems like a very decent amount of time to gauge real world opinions and facts compared with internal. Did anyone participate in the various Pathfinder ones? How did those compare temporally?

What did they scrap? I was only peripherally aware of the testing as my disgust of 4e (and honestly burnout during near constant 3/3.5 play) nudged me more towards scifi RPG play during that time.
   
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USA

In terms of design, there's not exactly anything 'wrong' with 5E's core so no reason to toss it. I mean, the complaints are there but most of them are about the game itself and a new edition isn't really going to fix it. The thing the game most needs honestly is some consolidation and some basic balance improvements. As far as its core the game is great and the announcement was pretty clear that this isn't a new edition.

I look forward to it. It'll be nice that all of the campaign books will remain workable but a lot of QoL improvements would be very welcome. Consolidating all the subclass options, fixing some of the busted/gimped subclasses (Way of Elements Monk pls). Part of me even hopes they'll do some major class fixes, like switching Warlocks out of CHA to INT and improving the distribution of some key class features across levels. Maybe fix some class features that just don't work. Better support of level 12+ play would be great too but I'm not gonna hold my breath.

As for 5.5? Bleh. D&D is almost as bad a carousel as GW. I mean, how many of us have purchased multiple PHBs or DMGs all ready?


If it's anything like 3.5, then the books you have will still be valid. Basically, it'll be like an official reprint with errata in a new book and in 4 more years I think we'll need it. There's already a lot of rules clarification that isn't in any book. Seeing an across the board rules update that doesn't throw all our books out the window is the best of both worlds. GW could take a fething lesson. A game doesn't need a new edition every 2 years.

What did they scrap? I was only peripherally aware of the testing as my disgust of 4e (and honestly burnout during near constant 3/3.5 play) nudged me more towards scifi RPG play during that time.


One of the big things they scrapped that gets lots of complaints are superiority dice for all martial classes. The Battlemaster got more dice and maneuvers as part of its subclass, but every martial class had access to basic maneuvers at an early phase of the test.

I think this would generally be an improvement for most non-magic classes if they bothered to bring that back. Some Unearthed Arcana even devised new maneuvers suitable for social situations rather than combat which would help martial classes feel useful outside combat.

This message was edited 1 time. Last update was at 2021/09/30 22:07:51


   
Made in us
Exalted Beastlord




Yeah, manuevers were a big thing (and original the expertise dice refreshed each round) and also skills had proficiency dice at one point. That just vanished.

Classes also potentially had 'weapon attack' and 'magic attack' bonuses so fighters were actually better at fighting and wizards better at casting spells (though in practice in the first version, fighters and rogues didn't get magic attack and clerics were bad at both for the 5 levels they showed off in the initial playtest)

They also spat out a sorcerer version for one iteration of the playtest and then set it on fire almost immediately, and the class didn't come back for much of the playtest. (and it still shows)

Rangers were oddly better than the final version (at least at about halfway through), with a damage boost, and various sense abilities to avoid being surprised or screwed over by invisible enemies. No idea where the nerf bat to them came from, but the published version of the class has been a bit of wreck even with revisions.


Easy E wrote:As for 5.5? Bleh. D&D is almost as bad a carousel as GW.

Eh. 4th was a scramble (especially the reboot attempt with 'essentials'), and 3.5 was a bit close to 3.0 (in time and the limited revisions), but by the time 2024 rolls around, 5e will have been out for 10 years. That isn't bad at all.

This message was edited 1 time. Last update was at 2021/09/30 23:18:41


Efficiency is the highest virtue. 
   
Made in us
[DCM]
Pyre Troll






So does anyone have any 3rd party 5E books/publishers they find particularly useful or worth recommending

I personally really enjoy a lot of the stuff i've gotten from Kobold Press (also really enjoy some of their pathfinder 1e stuff)

I'm also enjoying how PP 5e iron kingdom material is shaping up, though part of it is just a love of the world setting
   
Made in us
Shadowy Grot Kommittee Memba






 LordofHats wrote:


I think this would generally be an improvement for most non-magic classes if they bothered to bring that back. Some Unearthed Arcana even devised new maneuvers suitable for social situations rather than combat which would help martial classes feel useful outside combat.


^This is a huge thing I'd like to see added in to the game, actually. Beyond Rogues, none of the martials really have unique things that they can do in the social game that is distinctive or unique that is analogous to the various and sundry out-of-combat applications of the spell system. I would really, really like to see stuff like:

Warrior's Honor - Spend a *Fighter Resource* to compel an intelligent NPC that considers itself a trained warrior to act in accordance with an honorable code

Imposing Physique - Spend a *Barbarian/Fighter Resource* to make an Intimidation check at advantage and add either Strength or Constitution rather than Charisma

See the Instincts - Spend a *Ranger Resource* when you have been fighting a Monstrosity/Dragon/Aberration for at least one round or observing it for 30 minutes to be able to treat it as a Beast for the purpose of Animal Handling checks and spells

Find the Center - Spend a ki point to calm hostile emotions and promote understanding between a number of intelligent creatures within 30 feet up to your Monk Level.

I know all these things can be done with DM-May-I and ability checks and such, but one of the major strengths of DND for inexperienced roleplayers is that the character sheet provides you with a nifty list of things your character CAN do, and many people who i've played with whove played Fighters Barbarians Monks and Rangers often wind up in the situation where their character seems like it starts to exist when initiative is rolled, and otherwise they can only roll ability checks and to make matters worse most martial characters have more critical stats they need to be bumping up that have next to no usefulness out of combat (a barbarian needs strength, oh but also needs Con cus they get hit a lot, oh but also some Dex is handy to avoid taking tons of damage...hmm, ok....NOW charisma and my character will just have to be super unaware and super stupid? A druid or a cleric who get a whole swathe of super-special out of combat cookies they can play with, they need Wisdom, which also handily helps with some social skill checks. And, um. I guess you could prioritize dex or con, but lets be honest youre not going to be able to get your AC up to a point where stuff is going to have trouble hitting you, and con....I'm either going to measure my hit points in the hit points on my character sheet plus a particular number of bears, or I'm going to be using spells like Sanctuary to avoid getting hit in the first place. So you might as well give yourself a nice little charisma/int bump to make those out of combat checks better, why not?

This message was edited 1 time. Last update was at 2021/10/01 13:04:16


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Member of the Ethereal Council




USA

Yeah. When I found out that was in the testing docs early on but later removed, I couldn't for the life of me figure why. It's such a good idea and a really smooth way to solve the issue of linear fighters and quadratic wizards.

I can't help but feel like it got nixed for being too conceptually similar to 4th editions martial feats (or whatever they were called).

Personally, I'd also like to see Monks and Rangers get a once over. The Ranger is just so awkward, even after some of the additions brought by Tasha's. I can't enjoy playing a Monk because you never have enough Ki points to feel like you can freely use your class features and without class features/ki points your just a really gakky fighter. For that matter, Sorcerers and Sorcery Points. I think they could use more. Whenever I play Sorc, I feel like I'm gimped on my main class feature by never having enough points to comfortably use them for anything but burst damage.

This message was edited 1 time. Last update was at 2021/10/01 20:41:10


   
Made in us
Krazed Killa Kan





USA

 greenskin lynn wrote:
So does anyone have any 3rd party 5E books/publishers they find particularly useful or worth recommending

I personally really enjoy a lot of the stuff i've gotten from Kobold Press (also really enjoy some of their pathfinder 1e stuff)

I'm also enjoying how PP 5e iron kingdom material is shaping up, though part of it is just a love of the world setting


Yeah, I enjoy stuff from Kobold Press the most from third party publishers also, so I probably can't recommend anything to you that you don't already know about.
Out of curiosity were you talking more: adventures, monsters, PC races/classes, or rule sets?

   
Made in us
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Pyre Troll






i'm a sucker for monster books, have been for a long time, even though you do eventually end up with some interesting overlaps

adventures are good, can never have enough back-up one-shots and the like for when something torpedoes a normal group meet

so just a bit of everything i guess, i figure different people on here are gonna be looking for different stuff from 3rd party, especially players vs dms
   
Made in us
Dominating Dominatrix






I always really enjoyed monster books more for the fluff of the monsters than the stat blocks. But the longer the series goes and the more books you get the less useful it all becomes. It's either...

"A Troll! But this time... Fire!"

or

"Here are 5 things that only exist on a specific plain of existence you will never use in a game!"

You start getting severally diminishing returns around any Monster Manual 3+.

Pathfinders Ultimate Equipment mini version is one of my favorite books of all time. Forget the stats. Its a great reference for any kind of shop a player would want to interact with in any fantasy game with prices in the standard currencies for such games and all that.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Exalted Beastlord




 LordofHats wrote:
Yeah. When I found out that was in the testing docs early on but later removed, I couldn't for the life of me figure why. It's such a good idea and a really smooth way to solve the issue of linear fighters and quadratic wizards.

I can't help but feel like it got nixed for being too conceptually similar to 4th editions martial feats (or whatever they were called).

Personally, I'd also like to see Monks and Rangers get a once over. The Ranger is just so awkward, even after some of the additions brought by Tasha's. I can't enjoy playing a Monk because you never have enough Ki points to feel like you can freely use your class features and without class features/ki points your just a really gakky fighter. For that matter, Sorcerers and Sorcery Points. I think they could use more. Whenever I play Sorc, I feel like I'm gimped on my main class feature by never having enough points to comfortably use them for anything but burst damage.


Sorcerer has always been a weird one. When they were introduced, one of the designers absolutely hated them (to the point that his tagline was 'Skip hates Sorcerers'), and they never really got over getting new spell levels a character level later than other primary casters (and basically having no other class features).

For 5e, the mid-playtest version worked more like a warlock- (their spells were automatically cast at the highest level they had access to), but they were stuck with a terrible progression and a pool of 'Willpower points' in a pseudo spell points system. They only had so many at each level and had to pay # = to the spell level to cast spells. But their magic attack (and melee attack) were both on terrible progressions. It actually worked out to be a terrible version of the 3e psionicist, where they could do decently well at spamming low level stuff but were really limited on high level stuff (well, for as much as the playtest allowed it. That particular iteration didn't have much past level 5 or so).

The final version suffered both for not being playtested thoroughly and for every other spellcaster ditching the Vancian fire and forget system and casting from a pool of spells, which hacked the sorcerer's supposed versatility schtick off at the knees (as everyone now cast from a flexible pool of spells like sorcerers, but everyone else had a bigger pool to access. Well except the bard, but they powered up to now be perfect 9th level casters with the choice of extra caster bonuses or melee bonuses, plus a huge pile of utility bonuses for combat AND non-combat situations). They also lost a lot of spells per day (even compared to another casters and have hilariously few spells known, even compared to bards). They also basically have nothing to do when they aren't throwing spells around.

Efficiency is the highest virtue. 
   
Made in us
Battlefield Tourist




MN

Does anyone have any Halloween specific adventure plans?

Support Blood and Spectacles Publishing:
https://www.patreon.com/Bloodandspectaclespublishing 
   
Made in us
Krazed Killa Kan





USA

 Easy E wrote:
Does anyone have any Halloween specific adventure plans?

Do you mean that we will actually be playing a Halloween themed adventure around the right time? Or just do we have Halloween adventures in our collections? I've wanted to do a zombie apocalypse type game for Halloween for years, but have never gotten to.

@Lance845:
I always really enjoyed monster books more for the fluff of the monsters than the stat blocks. But the longer the series goes and the more books you get the less useful it all becomes. It's either...
"A Troll! But this time... Fire!"
or
"Here are 5 things that only exist on a specific plain of existence you will never use in a game!"

So true, sadly. It does feel like it's harder to find original monster concepts. I really like getting more information about society structure, example settlements, and other lore or monsters too.

@greenskin lynn: I like monster books, but don't have any 3rd party ones yet. I do have a lot of third party adventures. Speaking of one-shots, have you read the "Prepared" one shot adventure books by Jon Sawatsky from Kobold Press? I like those, and use them more than pretty much any other adventures for filler and intro adventures to use for story hooks. Also if you like silly adventures, I also like "Madness of the Rat King" by Tomer Abramovici (avaible free online).

   
Made in us
Battlefield Tourist




MN

A seasonally appropriate Halloween adventure played around the proper time.....

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Dominating Dominatrix






I probably won't get to do it this year, but I intend to run Alien (as in the movie Alien) as a one shot with a chance for total party wipe.

I get my couch, face it towards a wall with just a coffee table. Turn off all the lights and give the players glow sticks to see their character sheets with. I run the game sitting behind them and moved about the room. I can drop a book on the floor for a jump scare. Flick water on the back of their necks. breath in someones ear.

And finally I got a cheap little red strobe light. If someone decided to initiate the self destruct I will set an actual timer and run the strobe. They will have T-Minus x minutes to do what what they need to do.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in gb
Assassin with Black Lotus Poison





Bristol

That sounds great Lance! If I were on the right side of the ocean and then in the right place of the north american continent I would be well up for that game

This might prove useful, also.


Though the strobe in Alien was yellow, not red

This message was edited 1 time. Last update was at 2021/10/05 08:32:54


The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Dominating Dominatrix






Thanks for the link! yes. Red strobe was what I found at the time for cheap. If I ever find a battery operated yellow for that sweet 10-15 buck range i will pick up one of those.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 Lance845 wrote:
Thanks for the link! yes. Red strobe was what I found at the time for cheap. If I ever find a battery operated yellow for that sweet 10-15 buck range i will pick up one of those.


Ah, the enemy of all elaborate plans for roleplaying, the budget!

Another possible thing you could do is make up some alien spit, not sure what would work best, possibly a water based lubricant (I think the film actually used KY jelly). Then when the alien has snuck up on someone you could drip it onto their character sheet from above them before they get killed.

This message was edited 3 times. Last update was at 2021/10/05 14:12:56


The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Regular Dakkanaut






If anyone would be interested in playing a 2.5 edition one shot via roll20, send me a PM. Might be a month or two before it kicks off.
   
Made in gb
Enginseer with a Wrench





Northumberland

So the campaign I'm running, my players are about to hit level 5 and they've saved the town after a bunch of side quests. To celebrate, one of them has been made a thegn in my homebrew saxon campaign and they've been given land to settle and build a stronghold.

They killed the previous thegn who was a secret naughty demon in disguise. He had a greataxe which I have suggested is magical but they don't know the properties yet. The barbarian has it and I'm trying to come up with something interesting for it.. Anyone got any good suggestions?

Originally I was thinking about a movement speed buff but I know barbarians already get one at 5th level. I would like something that gives her a bit of an edge but not too crazy for their level.

One and a half feet in the hobby


My Adeptus Mechanicus Painting Log:
# The Explorator Fleet of Labrunnia IX #

 
   
Made in us
Battlefield Tourist




MN

Why would a naughty demon in disguise keep it?

Answering that question might help you along?


Session 24 or in CoS. This time, we got into a combat! We are all fifth level. Our little halfling monster slayer got reduced well below 0 HP.... twice. I also got knocked down to 0 HP when I was bushwhacked by an invisible enemy. It also attacked me when I was down and forced me to burn a death saves, and I failed another one before anyone got to me to help me. That is the closest anyone has been to dead yet in the campaign. Our bard was close to d0 HP as well.

This was the most challenging combat yet, but one of my fellow players did not appreciate it. Why? We were in a building, and one enemy kept phase shifting through walls and floors, and attacked us through walls with poisoned weapons. I guess they found this phase shifting annoying.
Eventually, we managed to get outside to stop this from happening and then action economy did the rest. I actually found the enemy using their abilities well pretty cool, and it is not like we did not find a counter?

I think my favorite moment was when I used a bed sheet to entangle and reveal an invisible foe. Followed by a team mate using a vial of acid to knock a shielded foe through a rickety floor. since we were having a challenge hurting him the traditional way. We had some fun a cool moves of our own during the session, so overall I was happy despite almost dying.

This message was edited 1 time. Last update was at 2021/10/06 18:45:10


Support Blood and Spectacles Publishing:
https://www.patreon.com/Bloodandspectaclespublishing 
   
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Shadowy Grot Kommittee Memba






 Easy E wrote:
Does anyone have any Halloween specific adventure plans?


Yep - we're currently in a fantasy version of Disneyland, and the plan is to do a Haunted Mansion oneshot on 10/30 (which will take place temporally whenever we did/will end up at the haunted mansion)

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Soul Token




West Yorkshire, England

 Olthannon wrote:
So the campaign I'm running, my players are about to hit level 5 and they've saved the town after a bunch of side quests. To celebrate, one of them has been made a thegn in my homebrew saxon campaign and they've been given land to settle and build a stronghold.

They killed the previous thegn who was a secret naughty demon in disguise. He had a greataxe which I have suggested is magical but they don't know the properties yet. The barbarian has it and I'm trying to come up with something interesting for it.. Anyone got any good suggestions?

Originally I was thinking about a movement speed buff but I know barbarians already get one at 5th level. I would like something that gives her a bit of an edge but not too crazy for their level.


I like using weapons like the Life Stealer or Giant Slayer--ones that come up rarely, but make a perceptible difference when they do.

Alternatively, the Explorer's Guide to Wildemount (re)-introduced the notion of magic items that get more powerful over time, as the bearer performs certain deeds.

"The 75mm gun is firing. The 37mm gun is firing, but is traversed round the wrong way. The Browning is jammed. I am saying "Driver, advance." and the driver, who can't hear me, is reversing. And as I look over the top of the turret and see twelve enemy tanks fifty yards away, someone hands me a cheese sandwich." 
   
Made in gb
Enginseer with a Wrench





Northumberland

 Elemental wrote:
 Olthannon wrote:
So the campaign I'm running, my players are about to hit level 5 and they've saved the town after a bunch of side quests. To celebrate, one of them has been made a thegn in my homebrew saxon campaign and they've been given land to settle and build a stronghold.

They killed the previous thegn who was a secret naughty demon in disguise. He had a greataxe which I have suggested is magical but they don't know the properties yet. The barbarian has it and I'm trying to come up with something interesting for it.. Anyone got any good suggestions?

Originally I was thinking about a movement speed buff but I know barbarians already get one at 5th level. I would like something that gives her a bit of an edge but not too crazy for their level.


I like using weapons like the Life Stealer or Giant Slayer--ones that come up rarely, but make a perceptible difference when they do.

Alternatively, the Explorer's Guide to Wildemount (re)-introduced the notion of magic items that get more powerful over time, as the bearer performs certain deeds.


Perfect thanks, think I'll go with the lifestealer.
I'll do a couple of changeroos for the campaign setting.
In other campaigns I've done the old "charge up the magic weapon" which I started with the fighter for a weapon he picked up a few fights ago.

One and a half feet in the hobby


My Adeptus Mechanicus Painting Log:
# The Explorator Fleet of Labrunnia IX #

 
   
Made in us
Member of the Ethereal Council




USA

So I picked up Odyssey of the Dragonlords cause I want to run a Theros style Greek adventure but the Theros book doesn't have one really and I hoped to canabalize.

Not sure I'm gonna do that now.

Has anyone played this? I know someone was asking about 3rd party adventure modules a bit back. Right now the book is kind of blowing me away, especially in comparison to the official campaigns published by Wizards.

   
 
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