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D&D FORUM GAME: SIGNUP THREAD AND INTRO

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Please ignore this post. Can't figure out how to delete.
Max McGee
with sorrow down past the fence
9159
Thanks for letting me in, CyberDagger! I will see what other people are making and make something that's not that!

What do we have so far, guys? What have you all picked out racially/classially?

Here's what I've got so far:

Pianotm: Bard
Liberty: Monk? (Ninja was an actual class in 3.X)
Ratty: Dwarf Wizard or Dwarf Sorcerer
Seiromems: Human Fighter
Ziegfried MacBac: Half-Elf Cleric

So it seems like race wise we have one dwarf (my favorite race) and four unknowns.

Random observation: Humans get +1 to EVERY stat now? Wow, humans are way more viable. I guess some people still find being a human "boring" but I've never had that problem.

Edit: I "rolled up" (I used the point buy obviously) the bare bones of three different characters to choose from based on what other people wind up deciding.
Seiromem
I would have more makerscore If I did things.
6375
I'm going with a human fighter.

I believe humans get +1 to any 2 stats, not every stat.
Max McGee
with sorrow down past the fence
9159
Nah, p. 31 PHB "Your ability scores each increase by 1". Enjoy your awesome.
Seiromem
I would have more makerscore If I did things.
6375
author=Max McGee
Nah, p. 31 PHB "Your ability scores each increase by 1". Enjoy your awesome.


What players handbook are you using? I just double-checked and the ones CyberDagger linked to both say "Two different ability scores increase by 1"
pianotm
The TM is for Totally Magical.
32388
The +1 to ability scores is to help balance them out. It's really not as great as it looks.

Seiromem
Max_McGee
Nah, p. 31 PHB "Your ability scores each increase by 1". Enjoy your awesome.
What players handbook are you using? I just double-checked and the ones CyberDagger linked to both say "Two different ability scores increase by 1"

Umm...I'm looking at it too and it very specifically says +1 to each ability score.
Humans have the choice of either +1 to all stats, or +1 to two stats of your choice, an extra skill proficiency, and a feat. The second option is generally considered the superior one.

And I actually usually roll humans, and mostly martial classes.Some people like to embody the fantastic, I like being the badass that overcomes fantastic challenges with mundane means, just by being that skilled. My favorite character is a Zweihander wielding human warblade I'm playing in a 3.5 campaign, loosely based on the Landsknechte.
I've only just been able to look at the materials linked due to internet issues, but I'll read up on them today and have at least the basics sorted out some time this weekend. ^.^;

Of the usual three (elf, dwarf, human) I'm thinking of either human or elf - mainly for speed purposes, of course, but if one of the other races seem a better fit or hit me as more fun, I'll try those.
pianotm
The TM is for Totally Magical.
32388
You can also do Half-Elf.
Zeigfried_McBacon
Play stupid games, win stupid prizes.
3820
As it stands, I intend on being a half elf cleric, it that helps at all.
Another test post, please ignore.

Hide tags don't work well with large numbers of other tags inside it, it seems. That probably means I'll need to make a separate thread for the character sheets.
Hide tags work fine with anything that isn't a quote, hide tag, code or list (I believe. There may be other ones that don't work.

Images, text changes (bar alignment) and the like work fine, though.
Yeah, it was probably the lists making everything go wrong, then. I was making some experiments with the formatting of character sheets in forum posts, and I wrote the stats, saves, and skills as lists. Just putting a single hide tag around the whole text turns it into a mess of hide tags. I guess I can try to do it without lists.

I guess that also means no stacked hide tags as well.
Max McGee
with sorrow down past the fence
9159
Page 31 actually says both things, but it also says the "+1 to two stats" is an optional rule whereas "+1 to all stats" is the default rule. Apparently the DM is giving us the option of the rule or the optional rule which is nice.

Humans have the choice of either +1 to all stats, or +1 to two stats of your choice, an extra skill proficiency, and a feat. The second option is generally considered the superior one.

It is far less superior when using point buy, it would seem (knowing the and understanding breakpoints, anyway). If you were actually rolling stats it would be more of a crapshoot, I'd think. Then again I am not quite sure how important +1 Proficiency and +1 Feat is.

I'm probably going to play a Dragonborn Paladin, a Dragonborn Sorcerer, or a Wood Elf Druid depending on what races and classes other people wind up deciding on. The middle one is out if Ratty goes for Sorcerer rather than Mage.

Howevs: CyberDagger, do you anticipate our lack of a dedicated rogue might be problematic in the campaign you have planned? Because it wouldn't put me out too much to jink in that direction. (I haven't really familiarized myself with 5E yet, so I don't know to what degree "not having a rogue" means "you will walk stupidly into and trigger every trap" and "you will need to loudly bash down or be actually repelled by every locked door". In previous editions it was rather a lot. But if there isn't gonna be a lot of dungeon crawling and skullduggery, then who cares.)
You could try using an image instead for the lists - say use googlesheets or something of the like for ease of editing and just screenshot and paste here.
The +1 to two stats variant is optional because feats themselves are optional in this edition. I'm opening them up for use. It's another layer of customization, and some interesting play may arise from the interactions feats allow.

The variant human is generally superior, because most classes don't care that much about more than two stats, and a feat that complements the character's other abilities can be a great boon. In this edition, you have to give up stat increases on level up to get feats, so getting one for free is kind of a big deal, especially considering that the variant human's bonuses aren't that bad compared to the other races. (+2 total, while most races get a +3 total.)

pianotm's character is pretty much almost done, and she's a bard with a skillset very reminiscent of a rogue's. The parts of the rogue's repertoire she can't quite do happen to be disabling traps and picking locks, though. If you feel that's really necessary, any character with a criminal background gets proficiency with thieves' tools, it doesn't necessarily have to be a rogue. Even then, I'll make an effort to adapt the challenges to the party, I don't want anyone to feel forced to play a rogue if they don't want to.

EDIT: I managed to get them working anyway. I just needed to remove the list and table tags. Not as cleanly presented, but it works.
Max McGee
with sorrow down past the fence
9159
Liberty, you should play a little person, like a halfling or a gnome. I feel like you would dig that.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Max McGee
Liberty, you should play a little person, like a halfling or a gnome. I feel like you would dig that.

Just to let you know, I'm working on a Gnome Wizard (I changed my mind), though I'm kind of going slow since this whole thing is both new to me and kind of complicated. :x
Zeigfried_McBacon
Play stupid games, win stupid prizes.
3820
author=Zeigfried_McBacon
or you guys could just use http://www.myth-weavers.com/


I guess we could, yeah. Thanks for the heads up.

Anyway, the first character's done.

--

Lilael (pianotm)

Race: Drow

Class and Level: Bard 1

Background: Entertainer

Alignment: Chaotic Good

Experience Points: 0

Experience Points to Next Level: 300

Basic Attributes
Strength: 8 (-1)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 16 (+3)


Derived Attributes
Proficiency Bonus: +2

Armor Class: 14 (leather armor)

Initiative: +3

Speed: 30 ft.

Hit Point Maximum: 10

Hit Dice: 1d8


Saving Throws
Strength: -1
Dexterity: +5
Constitution: +2
Intelligence: +0
Wisdom: +0
Charisma: +5


Skills
Acrobatics: +5
Animal Handling: +0
Arcana: +0
Athletics: -1
Deception: +3
History: +0
Insight: +0
Intimidation: +3
Investigation: +0
Medicine: +0
Nature: +0
Perception: +2
Performance: +5
Persuasion: +5
Religion: +0
Sleight of Hand: +5
Stealth: +5
Survival:+0

Passive Perception: 12


Proficiencies
Languages: Common, Elvish

Armor: Light armor

Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools: Lyre, flute, viol, dulcimer, disguise kit


Features
Superior Darkvision: You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Sunlight Sensitivity: You have disadvantage on attack rolls and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic: You know the dancing lights cantrip.

Bardic Inspiration: You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature 3 times. You regain any expended uses when you finish a long rest.

By Popular Demand: You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard, as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.


Equipment
Wealth:
0 PP
15 GP
0 SP
0 CP

Rapier
Dagger
Leather armor
Backpack
Bedroll
3 costumes
5 candles
5 days of rations
Waterskin
Disguise kit
Lyre
Dulcimer
An old divination card with my likeness


Attacks
Name | Attack Bonus | Damage
Rapier | +5 | 1d8+3 piercing
Dagger | +5 | 1d4+3 piercing

Dagger throwing range: 20/60


Spellcasting
Spellcasting Ability: Charisma

Spell Save DC: 13

Spell Attack Bonus: +5

Cantrips:
Dancing Lights
Mending
Mage Hand

Level 1 Spells:
Level 1 Spell Slots: 2
Feather Fall
Cure Wounds
Healing Word
Identify (Ritual)

Ritual Casting: You can cast any bard spell you know as a ritual if that spell has the ritual tag.


Characteristics
Personality Traits:
I know a story or a song for every occasion.

Ideal:
Honesty. Art should reflect the soul; it should come from within and reveal who we really are.

Bond:
I'll never forget the only person who truly believed in me.

Flaw:
My sharp tongue always gets me in trouble.