Hot answers tagged

115

The easiest way is to stop giving out XP at all. D&D very prominently features the so-called milestone rule in their Hoard of the Dragon Queen/Tyranny of Dragons adventures. They later refined that into the "Story-Based Advancement" rule that can be found in the DMG page 261, "Level Advancement without XP". They also introduced something else also ...


90

The term I have heard the most would be Support, as it is their role to assist the other party members. While in a lot of system Healers double as Supports, or Supports double as Healers, they're not the same thing. It highly depends on the system, though. For demonstration of these terms: My next character in an upcoming Pathfinder campaign is a "Rogue ...


79

I set a limited numbers of must, might and should rules for character creation. Those generally look like: Your character must agree to do X — plot of the game. For example, work for Black Mesa, help NPC X, need work because of repayment on space ship, yadda, yadda… Your character must have Y — linked to theme of the game. For example, be a known hero, ...


68

Gating One simple solution to your problem is sometimes called gating. You simply require something for an interaction, and your talker (below, assumed to be a Human Fighter) doesn't have it. Here are a few examples: The inscription is written in Dwarvish, which the talker can't read. Pass a note to the party's dwarf. The party needs to talk to the Archmage,...


66

In the several years since 5E has been out, I've played at a lot of tables which often do not have a cleric — or any dedicated healer. From this, I think that you really want the healing role covered, but it doesn't have to be by a cleric or paladin. Without healing magic, fights are a lot more dangerous, and bad luck can really compound without any ...


64

The short answer is, “Yes, it is possible.” That’s an almost-meaningless answer, though, because just about anything is possible in a Dungeons and Dragons game, if your DM/group goes for it. The rules are fairly flexible, and on top of that, the DM is free to change, add to, remove from, or ignore the rules as he or she sees fit (and, ...


60

When I've played (or joined in others playing) these quiet characters, the best way to run them is have an almost noir style internal monologue. "I looked at the wall, and frowned. I wasn't certain, but there might be something behind it. Best not to mention it though, I'd look like a chump if I was wrong." is much more interesting than. "..." ...


59

Here's the problem you are having: it doesn't actually make sense for your group to be adventuring together. There's a bunch of do-gooders plus one person who actively sabotages the rest of them. Why is that person on the team? Why are they friends? Of course the actual reason these characters are hanging out together is because the players are all sitting ...


51

Your problem is meta, solve it meta Tell other players, including your DM, that you are planning to play this character that does justice serial-killing. Other characters might feel this character is shady, which is fine, but ask them not to uncover your hobby too quickly. Tell them that you want to develop this character, at least for x sessions. The in-...


48

The minimum number of character is six The Party Our party consists of: Onus the wizard 17 Twofa the bard (College of Lore) 18 Threen the cleric (Tempest Domain) 17 Fourp the bard 18/warlock 2 Fivet the bard 10/druid (Circle of the Land) 9 Sixka the ranger 9/paladin 9 The Spells To start off, the wizard feature Spellbook makes any wizard spells ...


47

Two possible solutions: If the problem player continues to hunt ahead of the party on his own, sooner or later he'll get in over his head and run into a large Troll or band of Orcs. At which point he'll wish he had more backup! If he's lucky he'll only lose a bunch of hit points before retreating. Not so lucky, he'll be captured or killed. Either way, ...


47

As you're aware, the DMG's guidelines for building encounters are designed for parties of three to five characters: The preceding guidelines assume that you have a party consisting of three to five adventurers. (page 83) Many of the published adventures contain recommendations: Lost Mine of Phandelver: "...adventure for four to five characters..." ...


46

Don't make it your problem. Make it their problem. (The players). If you don't want to run a split party, since it increases DM work load, then before the next game session begins you need to tell the players that you are not interested in running two games instead of one. Core reason: DM's are allowed to have fun too. Then, as you suggested yourself, ...


43

It's often easier (and generates more interesting stories) if there's some pre-design criteria designed to link the characters. However, it's not necessary, you can do "random folks" games fine. There's often some element of metagaming to them - most traditional D&D campaigns started with various different people in an inn and some guy shows up '...


43

In short, let them play the same class, but check that they play different characters. It's not a class problem You mention that you were worried that they might compete for the same role; this is something to look for and you know that already. But this is not so much a class problem as it is a player problem. For example, if two players want to be the face,...


43

First off, the whole "no two players playing the same class" thing is a total red herring. There's absolutely nothing wrong with multiples of a class--personally, I prefer it! I was just saying in chat the other day that I feel like having multiples in a class makes it easier to differentiate on character rather than mechanics.* On this note, it sounds like ...


38

In practice there is no good way to force them together. A little bit of it can help a little bit, but it only helps a little bit… and the more forcing you do, the less effective it becomes as the players fight the imposed action. Even if you successfully regroup them, players are nothing if not unpredictable. As soon as you manage to get them together ...


37

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 ...


37

This is an opportunity, not a problem I can understand why you are concerned. I thought much the same in my early gaming days, but with experience I came to realise that it's much less of an issue than you would think. Roles matter more than stats For combat balance it is more important that you have balanced combat roles than diverse ability scores. A ...


35

Ask the player "Why?" Have you asked the player why she's doing this? In a meta-game, not-in-character kind of way? Not to be confrontational about it, but is there a reason she's trying to disrupt the game, or does she not realize that she's disrupting the game for everyone else? I ask this, because knowing the why can often show a path forward to ...


34

Develop a code with your DM I've played a similar character before: one that was delusional and paranoid, and became quickly convinced that random passerbys were part of a vast and sinister conspiracy against him. My GM knew all this about my character, and we developed a particular way of describing my actions. In my case I said that I was "questioning" ...


34

It's your character, just make it part of your story I don't think you actually need a true mechanic, which is good because 5e has no actual mechanics for XP loss or level drain. But the good news is, this is just your backstory. It doesn't have to fit in with mechanics. Your 8th level bard has for REASON X lost their skills and is now a level 1 Bard. This ...


32

One Bard Thanks to the Magical Secrets class feature: At 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. An 18th level bard has 9th level spell slots available and ...


32

While Support is the most common name—found widely even outside of RPGs, as video games use it frequently as well—it may be worth noting that the official terminology for D&D 4e—the only edition of D&D to officially codify roles like this—is that such classes are “Leaders.” That terminology may be used by D&D 4e players in other systems, even non-...


29

Use out-of-character discussion to let the other players know you're engaged and not bored. This is more important in online gaming because you don't have any body language, eye contact, or other social cues to work with. In particular, tell them that you're playing a loner. Engage with the group in-character privately, when NPCs aren't around. Keep your ...


29

First, I'm going to challenge a presumption you've made. You don't need a healer in D&D 5th edition. It's very nice to have one, but every character can spend hit dice to recover hit points. There is probably a question and answer on this site on the subject. Next, I'm afraid the only answer to your question is "ask your DM." The only mechanism defined ...


29

The short answer is: you need to work with your Jedi player and find a way to remove his character from the party, so he can bring in a different character that will be a better fit. This party is, in-world, unviable The longer answer is: the problem you're having is that there's no reason for these characters to be traveling together. The characters ...


28

Yes, a D&D party can function just fine without a dedicated healer. I've played D&D in various forms for the better part of two decades, from 2nd edition, to third, to a high variety of d20-sytem / OGL variants, and not once has the absence of a healer rendered a party unable to adventure. And this was in systems prior to 4th, which sped up the &...


28

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 much ...


28

Discuss with the other player It is important that before having hostilities between your characters, you and the other character's player both agree to this feud. You should discuss what actions will your characters do to each other at worst: minor nuisance like filching a few coins from each other or coming up with derisive nicknames, more serious ...


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