Dungeons and Durgins
9 years ago
Hey.
So recently me and a buddy have wanted to play D&D online. Anyone else do this?
We've looked at Roll20m and Fantasy Grounds. They are both neat, if a bit of a learning curve.
I was wondering if any folks had other ways to play in mind?
Also curious if any of my watchers are big D&D nerds and have any stories to share or wise words to speak.
:D
PS: I am most interested in 5e. I know some of the other stuff/paff-finder tho.
So recently me and a buddy have wanted to play D&D online. Anyone else do this?
We've looked at Roll20m and Fantasy Grounds. They are both neat, if a bit of a learning curve.
I was wondering if any folks had other ways to play in mind?
Also curious if any of my watchers are big D&D nerds and have any stories to share or wise words to speak.
:D
PS: I am most interested in 5e. I know some of the other stuff/paff-finder tho.
roll20 I've heard lots about, but I mostly play in person. I'm actually playing in a 5e game tomorrow afternoon as a Blood Hunter who has been branded as an abomination and hits like a truck by hurting himself. -3-
I would suggest looking up Critical Role, as it's "a bunch of nerdy ass voice actors playing Dungeons and Dragons" and Matt Mercer is the DM.
As for funny stories, I have one from way back, in 3.5, my friend was running a campaign for a group of Barbarians, they were fighting a weather wizard of some kind on top of a volcano arena thing where there were ledges around that drop into the volcano. This was a big boss fight so there was some exposition and one of his players asks midway through the boss' rant to roll to bull rush him (aka, run straight at him, if connects: push back a couple squares). He does and gets a nat 20, so he pushes the boss in the middle of exposition into the volcano and killed him, end of big epic boss fight that probably took a couple days if not weeks to plan.
So yeah the best advice I could give is to roleplay your character and try everything and anything. As Matt Mercer says, "you may certainly try".
\o/ Nice story. Hopefully he didn't have the MacGuffin on him.
it's because they have work! x3;
Ashley is currently in something called Blindlight or something?
Liam is ALWAYS busy, but usually clears his schedule for critical role.
*sad*
and it was 3.5e
I've been looking at Rifts lately. Totally crazy game. @.@
So, we're sitting on our plastic thrones (the only chairs in the entire place with backs,) at the king's table, which is covered in dice, gaming books, and excess french fries. I'm running an intro campaign to help work in a new member to our ever-so-exclusive, apparent cult. In front of the newbie is a forgotten math book, and in front of his book, somewhere between thirty and fifty pieces of polyhedral fate weavers. This included my favorite twenty-sider, an emerald green that would eventually be banned from play after the "Night of Excessive Saves!"
The players are in your typical ten by ten, surrounded by ancient stone walls which seem remarkably clean, even polished. Two of my players have long since figured it out, especially when they spot the floating skeletal remains and bits of adventurer debris. It was all coming toward them with a warbling sploosh, squoosh, squish. The neophyte had never seen or heard of a gelatinous cube before, and seems fascinated by my description. More-over, he's keen to try out his newly acquired magic item, as he's gotten himself an idear.
As it turns out, he has been reading up on his Robe of Useful Items and the bit that has caught his eye happens to be a 10 x 10 x 10 pit. Given the cube was a perfect 10 by 10, it seemed a perfect fit. There weren't any specific rules about tossing a magical pit under a creature, but I figured, given the pressure of impending, gelatinous doom, the player had to make a roll with a ridiculously low bar to clear. If he managed to miss it, I could always have the pit hit the wall, opening up a new area for the players to escape, still being hounded by glorping goop.
He rolled a one.
The pit falls at his feet, he falls into the pit, and, true to his plan (and because there is always room for jello,) the cube shlorps in perfectly. The ten-cubed pit is filled by a ten-cubed monster, and a thoroughly surprised, completely engulfed wizard.
Now, again, we're at the head of the lunchroom, there's no more food being served. Everyone is finishing up their meals and digging into the most recent gossip, starring at the boy they like, or dreading the next period. This all turns to dead silence when our new member howls out, "God DAMMIT!" before slamming his fist into his math book, which slammed into our mountain of dice, which immediately turned into an avalanche of scattering, multi-sided, faux jewels. Nobody says a thing, nobody laughs, or coughs. Every eye is on us, from the students, to the teachers, to the lunchroom ladies.
All of our eyes, however, are on our would-be member, who immediately shrinks under our gaze, quietly pulls back his chair, and begins gathering fallen dice.
***
No moral to this story, beyond keeping an eyes on your dice and your french fries off the gaming table.
I had a particularly bad experience with maptool where the guy who was GMing didn't set it up beforehand, we spent about an hour trying to troubleshoot it with him until he gave up
I really like Roll20 but Fantasy Grounds is SO appeal but looks a bit.. ridiculously expensive to get started.
There's not a best way to do things, but for all intents and purposes I would recommend the Roll20 site. I think I just haven't given it the time to fiddle around with it enough, but seeing people that were, well, familiar with it, things ran a good bit more smoothly.
I was looking at Fantasy Grounds, which is expensive but it basically covers things much more explicitly than Roll20 (which is still great)
I also looked at Maptools. As well as some sites for making custom maps.
Also my friend and I (we both want to DM, eventually) have bought a few modules for 5e and then found the maps for them online. :D
What do you think of 5e? I feel like it removes some of the unweildy-ness (I am familiar with the mechanics of the earlier versions, but have only build characters in 5e and Pathfinder myself) It does seem pretty suited to "mapless" gameplay.
On the other hand, the system is designed to be less exploited, and attempts to put things in check later-game. I enjoy that a low-level party can take down a treant due to the aformentioned lower AC's than one would expect, but also due to cooperation and tactical thought (something that I've seen done, but unfortunately did not get to participate in). I also enjoy how spellcasters don't have a finite number of 0-level spells they can cast per day, how the 0-level offensive spells scale as the character gains in levels, and how instead of having five versions of a single spell, you can simply "buff" it by casting it at a higher level to deal more damage. Requiring minimum stats to do multiclassing is annoying, but also logical, and I do like how the classes have ways to separate your character from another character. Perhaps what I found most annoying was that you'd have to forgo attribute advancement in favor of feats, though the feats do a whole lot more, and I'd be willing to chalk that up to a mixture of personal annoyance as well as having much poorer roles in comparison to the rest of the party.
I played as a druid, and I think perhaps my biggest complain was that there wasn't a large sense of progression in terms of shapeshifting. I was limited to 2 uses, though only a short rest was needed, and that didn't increase to anything greater until 20th level. In addition, the choices for animals didn't have much of a difference either. A small buff to health, a little bit more strength, but when I was offered new animals I simply didn't feel as if I was being offered something that was more than marginally better than what I had previously.
TL;DR: It seemed promising, though I'm ultimately hesistant to give it a final verdict due to what may have simply been a bad campaign and party composition. (When the cleric is the AC tank and doesn't want to heal or do anything beyond use a crossbow, you know you're gonna have a bad time.) I'd give it another try, though.
Druid shapeshifting does improve. I think there is a Class Archetype for it? Your CR for shifting goes up as you level. Its a bit.. Bursty. You can shift into stronger-than-party-member monsters at each CR increase, and then it becomes less useful as you level and get close to the next CR boost. Its very powerful at low levels, if played right, though. By the time the Burst becomes most noticeable you've had some levels to diversify the Druid, though.
I think the feat changes make sense. Since they also eliminated most of the Feat-dependent builds in the process (by expanding the Archetypes)
That said, Druid is one of my least favorite classes in 5e (also the ranger, sad since I usually like those two classes.)
Also Clerics are AC beasts DEPENDANT on Archetype. Which I think clerics get the most options for Archetype of any class, starting out. Also the balance for combat seems to be for off-encounter healing rather than in-encounter healing. Dependant on DM, of course. I never fault a Cleric for not healing, myself. No one likes being a pocket-healer for a group. Especially when Bards, Pally's, Druids, and even Rangers have access to decent healing as well. Its not fair to just say Cleric=Healbot.
Just my opinion, of course.
A Druid isn't a natural fit for me, I don't think. I tend to be the "Face" of the party, but someone was playing a Rogue and someone was a Bard, and yet another friend a sorcerer. Lacking a front-line fighter (since the cleric was the AC tank and a major pansy, AND forgot to use his spells), I has the HP tank, and that was the main use of shapeshifting: bonus XP. However, I could deal more damage as a spellcaster, which put me in an odd situation at times, as without another frontline fighter I was often the sole target of enemies. In retrospect I should have gone Barbarian, but I had made a conscious decision to be a druid.
Pathfinder and D&D 3.5 are, well, massive. There's a lot of material out there, a lot to get lost in... It's not the simplest of games to pick up by reading alone. It's not impossible, but it is certainly imposing. I'm usually happy to bring in new players, though, and a lot settles down once the "reach for the d20" instinct kicks in. The choices, the versatility, the flexibility of the system and skills and classes, all that fluidity... that's something that I love about something like Pathfinder. There's so many skills to choose from and there's interesting decisions you need to make, and the game lends itself naturally to the RPing portion. The lack of it was something that I absolutely despised in 4E, and while it improved in 5E. But, it's all a double-edged sword. Having so many options makes everything overwhelming, and adds to the learning curve.
I suppose I should say that I was interested enough in 5E to buy the core rule books, and it's something I'll at least check in on every now-and-then. I can see why people enjoy it, and I can certainly enjoy it myself, but when push comes to shove Pathfinder's where my heart is at.
ive been playing for 2 years
but what are rules because I make a lot of homebrew weapons and races
I made a couple monsters into characters like wererats and kua toas