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36

1. Carry pre-generated characters. 2. Allow character changes after-the-fact. Pregenerated characters can save you a lot of time. It's not the ideal solution for immersive role-playing, but it'll save you what sounds like hours. Then, between sessions, allow the new player to build a character of similar level, now that they've got a taste for what they ...


23

The general rule is that you can only take each feat once Page 165 Player's Handbook. You can take each feat only once, unless the feat's description says otherwise. The Magic Initiate feat does not list an exception to that rule which means you can only take it once. Except that the Magic Initiate feat encapsulates a choice of options. You have to ...


22

Your damage does not increase by level. (1) (1) At least not directly. You get more feats, hit more often, have higher base stats, may aquire magic items and get stronger spells. But the raw damage does not increase. If a weapon does 1d6 damage, it does so, regardless of your level. Exceptions will be noted in the damage text.


19

The Adventurer's League FAQ states that characters with sufficient experience must advance at the next opportunity. When do characters advance in level? [...] Characters with sufficient experience must advance at the next opportunity: the end of an episode of a multi-part adventure such as D&D Encounters or a published adventure, after a D&D ...


18

No, the ability score improvements are from gaining the specific levels in a class, as listed in each class's table. See page 71 for the Fighter's advancement table and page 83 for the Paladin's advancement table. To be precise, these are what you would get if you went Paladin 3/Fighter 1 now, reading right off those tables: Paladin 1: Divine Sense, ...


16

Generally speaking, if you receive the same feature twice (whether it's because you invested a Feat and then picked a class granting the same thing, or simply because you have two classes that grant you the same proficiency) it simply means that one of the two copies is wasted. However, Pathfinder features a set of Retraining Rules that allow you to retrain ...


16

Well, there's good news, and there's bad news. The good news is that you can trade away the spells from Magical Secrets. The bad news is that you can only trade them for bard spells. The rules on trading one of your spells known for another say that: Additionally, when you gain a level in this class, you can choose one of the bard spells you know and ...


15

No. You can't take the feats granted by your new level until you choose a class, and you need those to qualify for the class. More generally, the level you're taking can't satisfy the requirements for the new class you're taking. Player's Handbook page 6 details the steps of character creation. The very first one is choosing both race and class, while ...


14

You only know 2 at level 3 The chart shows your total overall cantrips at each level. You are correct that the maximum cantrips you can ever learn from warlock levels is 4. However you can also learn them from multi-classing, feats, and some racial choices.


13

The advancement system you use is irrelevant, and in fact you can do away with any formal advancement system at all and just level up when you feel the time is right. There are a few other important things though that should be regarded when you are doing this. 4e's baseline math assumption is that you're going to spend about 10 encounters on a given level. ...


13

A rogue special ability is fair Rogue special abilities are about equivalent to a feat (and, in fact, the feat option is one of the best of the options presented), and Improved Uncanny Dodge is something you generally can’t get as a feat.1 Improved Uncanny Dodge definitely would not be a strong feat, but far weaker feats exist, and many of the rogue special ...


13

You are missing a very important clause in the example: For example, a dwarf with Rogue as his favored class adds +1/2 to his trap sense ability regarding stone traps each time he selects the alternate Rogue favored class benefit; (emphasis mine) The dwarf is selecting this bonus to trap sense each time he selects a favored class benefit, that is, ...


13

Mortals do lose out in combat against the supernatural, but they gain majorly in other aspects, and are excellent to have for storytelling purposes. We've had a two-year campaign running, starting from a relatively low level and currently at Chest Deep. We have honestly found that there's advantages and disadvantages to both mortal and supernatural ...


10

No. If you have a Amulet of Protection +1, it stays an Amulet of Protection +1. You will have to find, buy, or make an Amulet of Protection +2 if you want that instead. All items work this way. Although there are artifacts (such as the Staff of Fraz-Urb'luu) that can increase their enhancement based on other parameters, they are the exception rather than ...


9

You're over-estimating the impact entirely, yes. The assumption that advancement in Monster of the Week is a matter of increasing power isn't correct. In the vast majority of Apocalypse World engine games, advancement isn't climbing, zero-to-hero Campbellian stuff. Monster of the Week is no exception. Instead, advancement is largely outwards and only ...


9

You can make this Goat part of your world's Folklore What you can do is create a new monster, per DMG p. 273-283, with a twist. What you are doing in this case is, since you are interested in this goat moving up as the PC moves up, is creating an "evolving" monster. You can grow the goat in the same way dragons increase in size and power as they age. ...


8

I would suggest two things: alternate RP and combat spells, and pick combat spells that can be enhanced by using higher spell slots. Alternating Spells While your combat role might be blaster warlock, you don't actually need a great variety of spells to accomplish that. If you already have Witch Bolt, there's not much point in taking Hellish Rebuke as ...


8

You would not. An Ability Score Improvement, or ASI, is gained through the class itself. It's an exclusively earned feature for each individual class as shown by their class tables. This is also why each class has a description of the ASI feature. So for this scenario of being Paladin 3 and then taking 1 level in Fighter, you only gain what is mentioned in ...


8

You have to have 14 cleric levels. Class features require levels in the class, and don't benefit from levels in other classes except when otherwise stated. The reason that your spellcasting improves when you multiclass with fighter is that the rules for multiclassing are one such exception, explicitly counting one-third of your fighter levels (assuming ...


7

It's every time the blade benefits from this feature: Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on). A very RAW reading could say that increases to the Int score from other sources would also count, sure, maybe — but ...


6

Yep, you're overlooking the Power Points Edge, which gives you more. It's on page 38 of Savage Worlds Deluxe, under “Power Edges” in the “Edges” section of the Character Creation chapter.


6

By the Books There is no answer to this question, either RAW or RAI. NPCs are statted exactly the same as monsters- unlike in Pathfinder and older editions of Dungeons and Dragons, they have no system for progression in the rules. Hence, they do not have levels in character classes. If you decide to house-rule, consider the following rules for adventurers ...


6

One solution that you might want to consider is having a dozen or so generic pre-made characters on hand. The player would be able to pick one, then edit it as needed. This way you can adapt the character creation time based on how much time he has before play starts. Make sure to have the characters be fairly common, yet powerful ones, like an elven ...


5

I am not aware of a pure Warlord PP that has a 'lazy' E11 (If you hybrid there are some decent options however). There is however the feat Reserve Maneuver that allows you to replace any encounter power you have with an encounter power from your class that you don't already have. So you can replace the Battle Captain's E11 with a Warlord E1, E3 or E7 power.


5

In Hoard of the Dragon Queen, the option is given to simply award levels at certain milestones in the story rather than tracking XP. In addition, you could combine both options for even faster advancement. This has worked just fine in my experience but with one caveat: if players level up too quickly they will often not get used to their new abilities enough ...


5

Weapon damage dice never increase with level; they can increase with greater character size and occasionally with class features (mostly Monk and company) or feats, but never directly with level.


5

It's all the same. The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. (PHB, p. 163, "Multiclassing: Experience Points") The amount of XP you need to go from Fighter 3 to Fighter 4 is the same amount of XP you need to go ...


5

So, not to sound obvious, but multiclassing as a Druid will increase your versatility the most. The Druid is a full caster with a nice variety of offensive, defensive, and utility spells. As well as the healing you mention. 1 level of Druid would give you 2 cantrips and access to all 1st level Druid spells. 2 would give you Wild Shape, after that it's pretty ...


5

What you mean is "Begabung" I suppose? A "Begabung" (gifted in, talented in) holds universally, at any point and for all intents and purposes of improving your abilities. In general, the only things in TDE that apply only at character creation are Academic Training (Akademische Ausbildung): Only during character creation, some skills only are 3/4 of the ...


4

The power points section on p. 278f confirms your assumption. Of course that means mystic adepts either buy the power points at character creation or loose the opportunity to do so permanently. However there are a few ways of gaining new adept powers after character creation that do not require buying new power points: qi foci (core rules p. 319) can give ...



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