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Author Topic: Adventurer's Guild (5th Edition DND)  (Read 9573 times)

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Offline Muse

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Re: Adventurer's Guild (5th Edition DND)
« Reply #125 on: December 17, 2015, 05:25:52 PM »
  She sounds awesome, CHiara.  I'd love to help you.  I'm about to catch a nap, though. 

  Send me a PM?  Or maybe a Skype text?  And I'll message you when I wake. 

  Or maybe someone else will help you before then. 

Edit:  Like Lyku.  : )

Offline LykuTopic starter

Re: Adventurer's Guild (5th Edition DND)
« Reply #126 on: December 17, 2015, 06:28:02 PM »
I can help via PM or Skype, whatever is easiest.  Getting the character made wont be a problem.

Offline Chi

Re: Adventurer's Guild (5th Edition DND)
« Reply #127 on: December 17, 2015, 06:49:25 PM »
let me check and see if i remember my skype password haha

Offline Chi

Re: Adventurer's Guild (5th Edition DND)
« Reply #128 on: December 17, 2015, 06:55:38 PM »
I also just sent what I had to you via pm, either way is fine

Offline Landshark

Re: Adventurer's Guild (5th Edition DND)
« Reply #129 on: December 20, 2015, 09:01:28 AM »
So what all do we have group wise already? Didnt seem to see many bashers.

Offline LykuTopic starter

Re: Adventurer's Guild (5th Edition DND)
« Reply #130 on: December 20, 2015, 09:04:25 AM »
Dunno.... and I should.  A little bit of each.  I believe we have atleast one of each class.

Offline Landshark

Re: Adventurer's Guild (5th Edition DND)
« Reply #131 on: December 20, 2015, 09:05:21 AM »
Quick question.... Bladesinger and Battlerager are race specific in your world Y/N?

Offline LykuTopic starter

Re: Adventurer's Guild (5th Edition DND)
« Reply #132 on: December 20, 2015, 09:08:08 AM »
If those are classes, I've never heard of them.

Offline Landshark

Re: Adventurer's Guild (5th Edition DND)
« Reply #133 on: December 20, 2015, 09:10:56 AM »
They are in the Sword Coast book. Bladesinger is a wizard path (elf exclusive in Forgotten Realms) and battlerager is a barbarian path (Dwarf specific in Forgotten Realms) The book says its the DM's decision as to being other race available in their own worlds

Offline LykuTopic starter

Re: Adventurer's Guild (5th Edition DND)
« Reply #134 on: December 20, 2015, 09:24:13 AM »
They are new subclasses.  Yea, I would need to review them.  That being said, yes they would be race specific.

Offline tyr4n02r

Re: Adventurer's Guild (5th Edition DND)
« Reply #135 on: February 03, 2016, 09:11:26 AM »
Bump! Its an open game, so anyone interested, take a look!

Offline freeko

Re: Adventurer's Guild (5th Edition DND)
« Reply #136 on: February 04, 2016, 08:14:08 AM »
Can someone help me with making the character? For some reason the d&d 5e sheet looks like i am trying to decipher greek or something. I know mostly what I want to do and where the stats go, but I cannot figure out anything past that part since my head just starts spinning.

Offline LykuTopic starter

Re: Adventurer's Guild (5th Edition DND)
« Reply #137 on: February 04, 2016, 08:32:21 AM »
Please be aware, for those interested who have never played, you can get the basic player's handbook from the official Wizard's of the Coast website:

https://dnd.wizards.com/articles/features/basicrules

Offline tyr4n02r

Re: Adventurer's Guild (5th Edition DND)
« Reply #138 on: February 04, 2016, 01:04:10 PM »
Can someone help me with making the character? For some reason the d&d 5e sheet looks like i am trying to decipher greek or something. I know mostly what I want to do and where the stats go, but I cannot figure out anything past that part since my head just starts spinning.

As a person who plays tabletops, 5e DOES look like greek.

Offline LykuTopic starter

Re: Adventurer's Guild (5th Edition DND)
« Reply #139 on: February 04, 2016, 01:21:16 PM »
I actually thought the transition to 5th was pleasant.  I thought it was straight forward.  It is definitely a lot less complicated then 3.5 or pathfinder.

Offline freeko

Re: Adventurer's Guild (5th Edition DND)
« Reply #140 on: February 04, 2016, 01:59:18 PM »
I think having grown up on 2.5 and then playing 3.5 for so long allowed me to pick up pathfinder almost instantly. I did not bother with 4e and this would be my first foray into 5e.

Do I roll on the table for the personality, ideal, bond and flaw or just make it look like i did and pick what i want anyway?

I think I am about halfway through this monstrosity of a character sheet. I just take the starting gear pretty much like the mace, shield, armor and the stuff I get from the background too right?

Offline Zaer Darkwail

Re: Adventurer's Guild (5th Edition DND)
« Reply #141 on: February 04, 2016, 02:40:43 PM »
You can roll or pick from the tables, rolling is funnier to me anyways :). You get starting gear based on class choice and then background choice, you do not get starting gold or such so far as I know so that's all gear you get.

Offline tyr4n02r

Re: Adventurer's Guild (5th Edition DND)
« Reply #142 on: February 04, 2016, 03:14:25 PM »
I actually thought the transition to 5th was pleasant.  I thought it was straight forward.  It is definitely a lot less complicated then 3.5 or pathfinder.

Oh no, I do like the gameplay, but dat sheet tho...

Offline LykuTopic starter

Re: Adventurer's Guild (5th Edition DND)
« Reply #143 on: February 04, 2016, 03:22:58 PM »
3.5 sheet seemed worse...

Here

Offline tyr4n02r

Re: Adventurer's Guild (5th Edition DND)
« Reply #144 on: February 04, 2016, 03:47:51 PM »
Meh, It was a lot of math upfront, but once you put it in place, all you had to do was check the chart.

Offline eternaldarkness

Re: Adventurer's Guild (5th Edition DND)
« Reply #145 on: February 05, 2016, 01:39:14 AM »
Wow, this is the first time i've ever heard anyone say the 5E character sheet was complicated or at all hard to understand. I'm with Lyku - it's WAY easier than 3.5 or PF. Hell, 5E in general is probably the simplest D&D we've had in decades. It's impossible to screw up a character, and there are very few trap choices. Actually, very few significant mechanical choices at all before level 3.

Offline LykuTopic starter

Re: Adventurer's Guild (5th Edition DND)
« Reply #146 on: February 05, 2016, 07:44:48 AM »
The thing I enjoy with this edition is the same thing I like with Pathfinder, in that going 20 levels of a base class isn't a bad thing and is beneficial instead of being purely disregarded if you aren't the right class.

Offline freeko

Re: Adventurer's Guild (5th Edition DND)
« Reply #147 on: February 05, 2016, 09:05:27 AM »
Well, I been using 3.5/PF forever. 5e is like trying to learn a different language. I simply have gotten fed up with trying to go back and forth over this and have wholly lost interest in making a character.

I'd love to play but, I guess trying to learn a new language at this point in my life just is not in the cards.

Offline Zaer Darkwail

Re: Adventurer's Guild (5th Edition DND)
« Reply #148 on: February 05, 2016, 09:29:00 AM »
In basic idea 5th edition is very, very simple; instead BAB, skill ranks or base save bonus you got profiency bonus (which is based on your class level). You use profiency bonus to lot of things and thus it's most important stat to keep in mind firstmost.

Then you add any stat modifiers and with every class you get 2 saves to have profiency bonus in (and can take more via feats). Saves are all the six stats what you do roll with every edition anyways (and you add stat modifier for all saves, with or without profiency bonus). AC is based on armor you wear + dex modifier. Every armor gives base armor modifier (and unarmored bonus is 8 what I remember). As caster you can wear any armor as spellfailure with armor is not a thing anymore (it's more on question do you got hands free for casting and this can be overcome with war caster feat).

Then there is concept of short and long rest; short rest allows recover certain class features and recover HP based on how many HD you spend in short rest (and warlock's case all spell slots spend and wizard's case single spell slot) while long rest recovers everything.

Offline eternaldarkness

Re: Adventurer's Guild (5th Edition DND)
« Reply #149 on: February 05, 2016, 10:30:06 AM »
In basic idea 5th edition is very, very simple; instead BAB, skill ranks or base save bonus you got profiency bonus (which is based on your class level). You use profiency bonus to lot of things and thus it's most important stat to keep in mind firstmost.

Then you add any stat modifiers and with every class you get 2 saves to have profiency bonus in (and can take more via feats). Saves are all the six stats what you do roll with every edition anyways (and you add stat modifier for all saves, with or without profiency bonus). AC is based on armor you wear + dex modifier. Every armor gives base armor modifier (and unarmored bonus is 8 what I remember). As caster you can wear any armor as spellfailure with armor is not a thing anymore (it's more on question do you got hands free for casting and this can be overcome with war caster feat).

Then there is concept of short and long rest; short rest allows recover certain class features and recover HP based on how many HD you spend in short rest (and warlock's case all spell slots spend and wizard's case single spell slot) while long rest recovers everything.

Zaer covered the basics, but I can break it down even more: mechanically, a character is a combination of Race, Class, Background, and Subclass, all choices you can make in any order. Grab your class and background starting gear, pack personality traits/ideals/bonds/flaws, note your racial and class abilities, and go. You don't even have to take Feats anymore, as a matter of fact, so there's another layer of complexity you can safely ignore.

As for the derived traits, it's all pretty damn simple, and there's little need to optimize because of 5E's tight action economy. As far as optimization goes though, in 5E it's better to be a generalist than to be overspecialized, since bounded accuracy means you get more benefit from every bonus you add to a roll, but it also means that when your bonus is too low, you feel it. To that end, focus on two key ability scores for your class - your main attack stat, and one other supporting stat. For example, every Fighter wants either Str or Dex as primary and Con as secondary. Dex fighters can actually neglect Con a bit and put more points into other abilities like Wisdom to shore up an oft-targeted save.

If you are a primary spellcaster like a Bard, Cleric, Druid, or Wizard, you want your casting stat to be highest (Cha for Bard, Wis for Cleric and Druid, Int for a Wizard) and then focus on your secondary stats - Con is always a good one to get high, but some concepts and builds call for focus on different secondary stats. For example, a Moon Druid can get away with low physical scores because most of his HP and physical capability will come from Wild Shaping into beast forms.

Specialists like Rogue and Warlock are trickier - Rogues universally need a high dex, so don't start with less than a 15 there if at all possible, and 16 or higher is better if you can manage it. Dex is everything for a rogue - it's offense, defense, and skill bonus for your most crucial abilities all in one. Warlocks are an odd duck because they can perform any party role except healer with the right skill, spell and invocation coices - a warlock who wants to be a party tank should go pact of the blade with the fiend patron and take the spells Hellish rebuke and Armor of Agathys with the Fiendish Resilience and Thirsting Blade invocations, and actually have decent Str or Dex (Depending on weapon choice) and con like a fighter would with Charisma as a middling to stat since he won't be using any spells dependent on Save DC, though he might want to eventually get it decent for Lifedrinker later on.

I could go on forever, but you should get the gist - complexity in 5E is up to you. if anyone wants help turning a concept into a mechanically viable character (my specialty) or just understanding something about 5E, let me know. I'm happy to help.