Hot answers tagged

35

No. You probably have opportunities in life to enrich yourself unjustly. And you probably don't. Character A is no different from you. But it sounds like you have a problem, not just a question: It sounds like the two factions of players are playing two different games. I won't even label the two games, nor characterize them. Suffice it to say that at a ...


24

An all spell caster party already has balance built into it. They can pretty much do whatever they want. Situation arises where they need a lot of meat shields? Summoning spells or animating the dead. A bunch of magical weapons and armor are coming their way and threatening to beat them dead? Dispel and Antimagic Zones. Lost of casters attacking them? ...


22

I've got a buddy at work... we watch Game of Thrones together. My lasting college friends were all on our Ultimate Frisbee team together. 5e's got this too... Downtime Activities. The one tool I've best used to encourage the growth of PC-PC relationships is those characters' downtime activities. In one group there's a pair that like to run Three-Card Monty ...


21

"Please Don't Do That." Players are not born with the knowledge that meta-gaming is [often considered to be] harmful. Not all of them, anyway. But I've found that the vast majority of players, once asked or coached gently a few times ("How exactly does your character know that?") are perfectly capable of performing the mental fire-walling necessary to ...


19

To preamble this answer with some experience, I've been a fan of the Witcher Saga for over a decade, played and run RPGs in that setting and I don't think I have to mention the video games. The official RPGs suggested (back in the old days) one witcher per group, but there are ways to distinguish between a couple. Geralt was great at everything, being the ...


18

Generally... no. You shouldn't need to give up your character's integrity. There's usually alternatives and compromises available. Now, there is My Guy Syndrome, which is that you'll do unfun things because "it's what my guy would do", without realising you have a choice there. There's also Making the Tough Decisions which is "you can shape your character ...


18

The magus is, ultimately, a fancy fighter. But the differences matter. For the basics, the magus gains four major class features: Spells. One way of thinking about the magus is that the magus uses spells like the fighter uses feats, accepting per-day restrictions in exchange for greater power and much greater variety. This is true, but spells also mean ...


16

The magus blends both the mage’s arts and the warrior’s arms with devastating results, slicing apart foes and blasting them with eldritch f lames[...] (Ultimate Magic, pg.8) Role: Magi spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning a new swordfighting ...


13

No. There is no rule requiring that all characters in the group be the same level. Additionally, it's not uncommon in organized official Adventurer's League play to be at a table where each character in the group is a different level within the intended tier of play for that adventure. The gap in character advancement should narrow naturally over the ...


12

What you're asking about is meta-gaming, when a player uses information the character does not have. There are a few different ways you can approach it. Prevent It When the characters split up, the players split up. If one group of characters is doing something the other characters should not be privy to, make the other players leave the room. This works ...


11

So, there are a number of problems here. 1. Poor class design First of all, your party’s choices of class are problematic: all of them are difficult-to-use classes, where a naïve approach to them, attempting to use them to create the characters they’re described as, tends to work poorly. The exception there is the bard, but even the bard, as jack of ...


9

Is it necessary? No. But nor is it necessarily optional. On the one hand, My Guy Syndrome is a real thing; It's entirely possible to play a character in a way that makes the game worse for everyone. On the other hand, forcing a player to play their character in a way that they don't enjoy is also a real thing, and hurts the enjoyment of that player - and, if ...


8

Be A Diva You are essentially looking for some way to handicap your pure-kill potential, and you're looking for some way to act that will generate that. There are an unlimited number of ways to do this, here are some that are famous and/or have worked for me: Lazy Hercules Syndrome: I once rolled up a 2e character that was hell on wheels compared to the ...


7

Since you said he is an old friend, maybe he just don't know exactly what a defender is supposed to do (Put the monsters on a hard choice between attacking someone who have better defenses, or take a harsh punishment), and instead tried to make a "tank" as defined by the previous editions (Have a huge AC, have a ton of HP) and expecting the monsters to ...


7

There are a multitude of things you can do, but make sure your DM is prepared to allow for the pulling of punches. I think a seasoned guide is a great way to look at it. First off, there's no rule that specifies that you can deal less damage than you rolled or that you can use less dice than indicated, other than to leave things alive when you down them. ...


7

Usually the right answer is to not let the players split the party. Splitting the party means that all the players whose characters aren't in the scene will be bored. They might disconnect from the game, start checking their phones, et cetera. You, as the DM, are part of every scene, so you might not realize how boring this is for the players whose ...


7

The core of the issue As far as I can see, the most common cause of this issue is that the players don't feel the need to roleplay the sort of relationships you're after, because as far as they can tell, their characters have little reason to feel that way about each other. As DM, you can't tell the characters how to feel, but you can put them in situations ...


5

My answer is... maybe. The question to me is "What game are you playing?" I'm not talking about game system here, either. You are apparently using D&D or Pathfinder in this example. That's irrelevant. There are a large number of ways to play D&D. In some of those games getting more loot IS the point and inter-character conflict is anathema. In some ...


5

Pretty sure there's a million of these questions floating around, and the number one answer is always: kill them while they're sleeping. If you have access to poison, that's helpful to do so, but killing them in their sleep is virtually always the way to go. They're defenseless and you can bypass a lot of worrisome mechanics and go straight to victory. ...


5

The main problem with our group is that we have no true group focus. We aren't together in one cause. All of the characters are true neutral or CN, so they have no reason to care (or that's at least the roleplay that is presented). Out of Character Approaches If you are the only player concerned about this, the short answer is that you can't. If ...


5

This isn't your problem. You see him doing something “wrong,” but it's not causing you a problem. The people who get to decide if this is a problem or not are the other players in the group, who are coordinating their characters with his. It's their right and responsibility to judge whether this warden is dead weight or just fine. If there's a problem, you ...


5

The Dungeon Master's Guide[1] has two recommendations for DMs when a new player joins an in-progress campaign. The first is to have the new player create a character at the same level as that of the lowest-level existing character. The second is to have a player who is brand new to D&D create a 1st-level character. (See also: At what level should you ...


5

I have run a number of variously successful campaigns in D&D and Pathfinder that fall into that same middle area you described. A few times I ran into similar trouble as you, where the characters were having serious trouble bonding and forming connections beyond "we have to work together right now." I think that one of the most important things to do ...


4

There are two questions you need to ask yourself: Are his actions negatively influencing the party? Is the player having fun? For the first: is the party capable of dealing enough damage to enemies they are not in constant danger of a total party kill? And is this a problem in the long run, on higher levels? If in both cases the answer is no, then there ...


4

Have you considered not killing them? Having a traitor/impostor in the party can be a lot of fun. It can also lead to a lot of out-of-character conflict and anger, especially if you actually succeed in killing anyone's character. On the other hand, something that can be a lot of fun is to beat the party without killing them. At the moment of the party's ...


4

Level is a direct measurement of power. I'm not sure how else to say that. A high level character will always be more powerful in D&D, even though 5th edition has somewhat mitigated that. What are the reasons that you want to play a higher level character and play in the kiddie pool? In setting, there are tons of reasons for this, but as a player it's ...


4

Pathfinder is a copy of DnD 3.5 Although in Dnd 3.5 role of spellcaster is a bit blurred, I think they still could be traced back to magic-user of ODnD. In those ancient times classes behaved somewhat like miniatures from Napoleonic wargames: Fighter = columns of soldiers. Produce a constant output of power. Mage = artillery. Devastating "peak" damage ...


3

From a quick look at the Lifespirit Warden it looks like you don't actually get Healing outside of your second wind feature so much as THP and Resistances (at least in the level area you're looking at, and admittedly this is only after a quick search). Both of these are ok overall as mitigation is good, but it doesn't allow you to bring up someone who ...


3

In a comment that now seems to be deleted, someone pointed out Complex Skill Checks Here's how they work: In such a case, a specific number of successful skill checks must be achieved to complete the task. The complexity of the task is reflected in the DC of the required check, the number of successful rolls required to complete the task, and the ...


3

I really like Joshua Aslan Smith's answer, and it says at least 90% of what I would've said. That said, I feel that it's missing a couple of things I'd like to suggest: When your players want to split up, ask them to think twice. When something like an imminent party split comes up, it's perfectly fine to break immersion for a moment and say something ...



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