Since discussions of it are cropping up out of Tabletop Games, here's an all-purpose thread for players and GM's.
We should probably organize something with different people/after the Knowless game is done.
"I have not failed. I've just found 10,000 ways that won't work." -Thomas EdisonEnvyus expressed interest in a game last page; maybe talk to him.
Also, Roll20 has forums you can ask around. Maybe you get a few players together here and find a GM there.
i care but i'm restless, i'm here but i'm really gone, i'm wrong and i'm sorry, babyOnline games are kind of hit or miss. I mean, I only manage to have any success in them because I've fostered a relatively coherent gaming group over the past decade and a half.
It takes a lot of work, is what I'm saying.
Roll20 has a Youtube channel that features tutorials on how to use the site, along with videos of folks playing games through Roll20 — specifically I know they've played Burning Wheel, Mouseguard, Apocalypse World, and Old School Adventures.
As for playing D&D specifically, I think there's tons of how-to videos on the Youtubes for every edition.
"We're home, Chewie."My friend tried running a game in roll20. I joined in, we had fun. It's only been two sessions, though. And roll20 worked great.
I think us players (All 4 of us) have different ideas what we want out of a campaign, and the friction can kill a game before it has a chance to truly begin.
Last night I D Med a game for the first time using this one-shot adventure. Aside from one of our players having to leave early, it went fine... until we got to the part in the forest.
You see, when I was planning the game, I wasn't sure whether this adventure would be long enough, so I added an encounter with a gang of goblinoid mercenaries, which shouldn't have been too hard, if I hadn't of miscalculated CR totals and made too many... or if I hadn't of given several of them firearms and explosives.
As a result, the whole thing turned into a mess due to my own inexperience and ambition, and resulted in the whole party nearly dying, and the storyline unresolved by the end. But at least now I know to be more careful when deviating from an adventure.
Well we got a take two on Psionics for 5e. I got to say I'm liking the direction they're going with this and while there's still stuff to fix and expand upon it seems like something I'd be excited to try.
If I'm sure of something it's that I'm not sure of anything.Oh cool, lemme look these over and give my Hot Take.
Hot take:
Whose !@#$ing idea was it to NOT give psionics telekinesis?
What? Now they can't participate in Mage Hand Tennis! D:
edited 2nd Feb '16 12:23:25 PM by Knowlessman
i care but i'm restless, i'm here but i'm really gone, i'm wrong and i'm sorry, babyYeah, honestly, if they just added more psionic power options to include duplicating Eldritch Blast (the forced movement inclusive part), Mage Hand, and Telekinesis I'd be all over it.
For anyone interested in Maptool for online and 5e games. Rptools just released for free a pack that contains a ton of 5e stuff.
I am too used to my system and put too much work into the propertites and custom macros I created for maptools to change over to it however.
You can give feedback next month
edited 2nd Feb '16 12:33:57 PM by Envyus
Supposedly, the plan is to give the Mystic 4 subclasses. Currently they have two and showed only disciplines ruled by those two. Some believe a sneaky, soul knife style psion will be coming as the third and there's yet another one... I can only guess Telekinesis will be on one of those since people have been talking a lot of it.
If I'm sure of something it's that I'm not sure of anything.So, the powers associated with the PK build would be released when the PK build itself is released. Could work.
The Mind Vault discipline's Psychic Focus: "Psychic Focus. While focused on this discipline, you gain proficiency with one skill, weapon, shield, armor, or tool of your choice. Each time you focus on this discipline, you can choose a different skill, weapon, shield, armor, or tool."
Considering you can focus on a discipline for free as a bonus action basically whenever, doesn't this mean you can be proficient in pretty much anything you want at any time? Sounds potentially rather powerful.
Helpful Scripts and Stylesheets here.Engage maximum skillmonkey.
Apelings in the homebrew wiki have an ability similar to this, but it takes awhile and lasts a week or so.
And it got nerfed. In the homebrew wiki.
Also, apelings are apes and monkeys at the same time.
I legitly can't decide whether that merits changing or not, considering Wizards has done some shit that still stuck.
edited 2nd Feb '16 9:49:13 PM by Knowlessman
i care but i'm restless, i'm here but i'm really gone, i'm wrong and i'm sorry, babyI'm currently making the villains for the 3rd level campaign I'm running, and I'd like some advice. The Big Bad of the campaign is an elven warlock, and I've reached a dead end.
So to start, what level of warlock would be a decent challenge for a 3rd level party?
Are they going to still be at 3rd level when they meet him?
Taking a look at the spellcaster NPC statblocks in the Monster Manual would probably be a good start. What edition are you running?
i care but i'm restless, i'm here but i'm really gone, i'm wrong and i'm sorry, babyAlso, what classes are the party, and what's the size? That can help scale the encounter.
You'll also probably want some way to justify him having a few minions around him when they confront him.
It's a 5e game, and in all likelihood, they will still be third level when they meet him, as he's the boss of the upcoming dungeon. Unfortunately, the NPC stat blocks in the Monster Manual weren't as much help as I'd like them to be, especially when one has a specific Challenge Rating in mind, and the Dungeon Master's Guide barely gives any guidelines about making NP Cs with class levels.
It's a party of four players, consisting of a dragonborn paladin, a halfling rogue, a halfling bard, and an elven monk.
I mean, I'd definitely recommend giving me some minions. Find a way to stop the party from focus firing on him in round one, because if he's high enough level to not die from that, he's high enough to start slaughtering the PCs when his turn rolls around.
edited 7th Feb '16 2:19:43 PM by Gilphon
That advice actually fits very well, since the party is going to first meet him in a goblin mercenary camp. Any suggestions as to the warlock level to number of minions ratio?
I'm both excited and nervous. I'm part of a regular D&D Encounters group and, when we start our next campaign in about a month's time I'll be taking over as DM. I've only ever done it once before in 4e.
I'd like to play a game on roll20 but I'm new and know nothing about this game pls to help