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Offline dragonsdemesne

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Re: D&D https://elementscommunity.org/forum/index.php?topic=45468.msg1026537#msg1026537
« Reply #12 on: December 29, 2012, 05:53:57 am »
I've spent rather more time playing Dungeons and Dragons than I care to admit, being the quintessential geek, and most of the time I was the DM.  I almost never get to play anymore, but I've had probably something like 10 years of being DM on a reasonably regular basis, and been very sporadic since then.  I'll see if I can impart any words of wisdom...

Quote
A few of my friends and I are interested in actually trying a session of D&D but none of us actually have any experience, some having never laid hands on a D20 before. 

This is fine; everyone has to start somewhere, and everyone's gaming session is different.  Ideally I'd suggest having at least one person with D&D experience, but failing that, if most of you have at least played various computer games like Baldur's Gate or World of Warcraft or things like that, they'll hopefully pick it up fairly quickly.  Some DMs vary quite wildly in styles.  I would definitely advise as DM going through the player's manual and the DM Guide fairly thoroughly, and try to know where the most commonly used things are.  It kind of sucks to be waiting midgame while the DM is flipping through pages trying to figure out where the stuff about elven racial abilities is, for example.  Bookmarks or sticky notes can be a handy thing, for instance.  It's hard to be able to tell you everything you should know, but I would start off with making sure you know the ins and outs of character creation quite thoroughly, and make sure you know what to do after the players kill monsters.  (XP, treasure, etc)

Quote
So it kind of fell to me to be our improv DM the first time and now filing through all the 4e manuals.  But all of this reading and research does not without application and experience.
When I was DM, I was doing mostly 2nd edition, since it was the newest at the time, but I've done a bit of 3e as well.  Like I mentioned above, know the rules for character creation; it will save you a lot of time on day one, as well as later on.  It will also save you some grief if you can avoid as many mistakes as possible.  There's nothing worse than finding out six weeks after starting that you've been doing some guy's favourite spell wrong the whole time or something.

Quote
That being said, any veteran DMs or players have any words of advice?  Any pitfalls to avoid?
Don't be afraid to ignore the dice when it's needed to keep things going.  I've occasionally fudged a few rolls here and there, mostly to make up for my own mistakes.  One time, I had this epic boss battle, and I began to realize that if I 'played fair' and followed what the dice said, that everyone was going to die, so he umm... rolled a few more misses than he might otherwise have, and didn't use a few tactical abilities he had available to him that would have wiped everyone out.  DO NOT ever let the players know you're doing this, though.  Just roll the dice in secret, then tell them whatever you want, if this situation or one like it occurs.

Some things will depend on your players, too.  For instance, one time one of my players had this barbarian with a very high constitution, and, as player characters are wont to do (especially in my campaigns :p) he died.  He went and purchased a resurrection from an NPC cleric, and he kind of laughed when I picked up the dice to check whether his character survived the resurrection, because his constitution was so high that he had a 99% success rate.  Well, as fate would have it, I rolled that 1% failure :p  I believe at this point I let out a rather maniacal laugh, shouted FAILURE!, grabbed his character sheet, and tore it in half while he looked on, stunned :)  Then he laughed about it, too.  Obviously, there are certain kinds of people you can't do this with, but I knew he'd be able to handle it :p  That roll is a good example of one that you might need to fake if it would have ruined the campaign for it to fail, and at another time for that same player with a different character, I remember making that same roll and telling him that his character survived, even though my dice said he should have been irrevocably dead, because it would have spoiled the day's fun for it to be otherwise.

Quote
Does the DM normally refrain from controlling a character whilst DMing?  Or is it fine if they were to do so?
I would not recommend the DM having any sort of player characters; you've got enough to do with NPCs, monsters encountered, and so on.  There's nothing that says you can't, but I wouldn't do it, especially when starting out.  You'll be doing all of the monsters, kings, noblemen, innkeepers, henchmen, and whatever else the players encounter, so you'll have no shortage of characters, even if you don't have one dedicated character for yourself.  I have done it before, though, and sometimes it can work, but I wouldn't do it when starting out, and when you do, make sure there's a good reason storywise, and don't do it just because you want to be a player character, too.

For instance, I had one campaign where I had a mysterious mage who had asked the players for help in a quest, and so the mage was a major NPC that I was controlling for the entire campaign, and he was adventuring and fighting alongside the players and interacting with them at every turn, but there was a legitimate reason for it.  Use your own judgement, but basically, you've already got enough stuff to do as DM; you don't want to add extra stuff if it's just going to be a burden.

Quote
Any tips on cutting down on costs with item alternatives, especially with regards to the DM Screen and figures/tokens?
 
You can make your own DM screens by copying down some of the most used tables onto a couple pieces of cardboard.  If you're using bought modules for your campaigns and adventures, they typically come with some sort of screen with information specific to that adventure.  You can also find a lot of stuff online, some of it free and legal to distribute, and some of it... less so, and I've got quite an extensive collection on my computer, as well as my paper books.  (I won't be handing out any copyrighted stuff here, but if there's any public domain things you are in need of, I'd be willing to provide it if I have it)

For example, one thing I have still on my computer from an old campaign is the following simple list of premade random encounters.  I used these whenever things were going slow; one of these would just kind of 'show up' and attack.  You don't have to have anything like this, but I want to point out that I did two things to save time here; one, I put page numbers telling me where the entry for the monster was, to cut down on wasted time, and I had already prerolled any treasure they might or might not have had with them when they were encountered.

Spoiler for Hidden:
AMBUSH DRAKE (1)
-Monster Manual III page 9
CHALLENGE RATING 5
treasure: 300gp, scroll - continual flame/2, tenser's floating disk/1, potion - enlarge person

CHELICERA (1)
-Monster Manual III page 28
CHALLENGE RATING 6
treasure: 700sp, 1 golden figurine of a rakshasa 500gp

HOOK HORROR (1-2)
-Monster Manual II page 126
CHALLENGE RATING 6
treasure: 2 tourmalines 300gp each, crowbar, 10 feet silk rope

CARRION CRAWLER (2)
-Monster Manual page 31
CHALLENGE RATING 4
treasure: none

DIGESTER
-Monsters Manual page 60
CHALLENGE RATING 6
treasure: none

ETTERCAP (4-6)
-Monster Manual page 107
CHALLENGE RATING 3
treasure: 200gp, 2 amber stones 50gp each, potion of cat's grace

OWLBEAR (1-3)
-Monster manual page 207
CHALLENGE RATING 4
treasure: none

SHAMBLING MOUND (1)
-monster manual page 223
CHALLENGE RATING 6
treasure: 100sp

As for figures/tokens, I was also pretty cheap :p  I typically used Lego people I had lying around from my childhood for player characters, and either more lego or a chess set for monsters.  Depending on what you've got around the house, you might have pieces from other board games you can use as well.  When it comes right down to it, you can get away without using anything like that at all; it will depend on your playstyle and that of your group, and I've done it with nothing at all in the way of figures, too.

Quote
Would Dice Programs be an acceptable alternative to actual dice?
In an emergency there's nothing wrong with this, but in practice it's a royal pain in the ass.  There's no real substitute for dice.  The only thing I would recommend using a dice program for might be when you're dealing with monster's HP and might need to do something like roll ten 8-sided dice; then it would be faster to use a cellphone app or something.

Offline EmeraldTiger

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Re: D&D https://elementscommunity.org/forum/index.php?topic=45468.msg1026754#msg1026754
« Reply #13 on: December 30, 2012, 02:45:59 am »
Here is some stuff I found. A D20 guide: http://www.d20srd.org/index.htm
and a character generator: http://www.pathguy.com/cg35.htm of which I used to make;

Spoiler for Hidden:
Namfoodle Raulnor
Male Jungle Gnome Druid 5
Neutral Good
Representing EmeraldTiger

Strength   8   (-1)
Dexterity   13   (+1)
Constitution   13   (+1)
Intelligence   15   (+2)
Wisdom   15   (+2)
Charisma   10   (+0)
Size:   Small
Height:   3' 7"
Weight:    45 lb
Skin:   Tan
Eyes:   Green
Hair:   Black Curly; Average Beard
Total Hit Points: 34

Speed: 20 feet

Armor Class: 12 = 10 +1 [dexterity] +1 [small]

Touch AC: 12
Flat-footed: 11
Initiative modifier:   +1    = +1 [dexterity]
Fortitude save:   +5    = 4 [base] +1 [constitution]
Reflex save:   +2    = 1 [base] +1 [dexterity]
Will save:   +6    = 4 [base] +2 [wisdom]
Attack (handheld):   +3    = 3 [base] -1 [strength] +1 [small]
Attack (unarmed):   +3    = 3 [base] -1 [strength] +1 [small]
Attack (missile):   +5    = 3 [base] +1 [dexterity] +1 [small]
Grapple check:   -2    = 3 [base] -1 [strength] -4 [small]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
20 lb. or less
20-40 lb.
41-60 lb.
60 lb.
120 lb.
300 lb.

Languages:   Common Draconic Druidic Lupin Elven Gnome Orc

Quarterstaff [1d4/1d4, crit x2, 2 lb., two-handed, bludgeoning]

Feats:

Animal Affinity   
Combat Casting   
Traits:

Uncivilized
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise   Int   2 =   
+2
Balance   Dex*   1 =   
+1
Bluff   Cha   -1 =   
+0
-1 [uncivilized]
Climb   Str*   1 =   
-1
+2 [jungle gnome]
Concentration   Con   1 =   
+1
Craft_1   Int   7 =   
+2
+5   
Craft_2   Int   2 =   
+2
Craft_3   Int   2 =   
+2
Decipher Script   Int   4.5 =   
+2
+2.5   
Diplomacy   Cha   -1 =   
+0
-1 [uncivilized]
Disguise   Cha   0 =   
+0
Escape Artist   Dex*   1 =   
+1
Forgery   Int   2 =   
+2
Gather Information   Cha   -1 =   
+0
-1 [uncivilized]
Handle Animal   Cha   8 =   
+0
+5    +1 [uncivilized] +2 [animal affinity]
Heal   Wis   7 =   
+2
+5   
Hide   Dex*   5 =   
+1
+4 [small]
Intimidate   Cha   0 =   
+0
Jump   Str*   -7 =   
-1
-6 [speed 20]
Knowledge (nature)   Int   9 =   
+2
+5    +2 [druid]
Listen   Wis   7 =   
+2
+5   
Move Silently   Dex*   1 =   
+1
Perform_1   Cha   0 =   
+0
Perform_2   Cha   0 =   
+0
Perform_3   Cha   0 =   
+0
Perform_4   Cha   0 =   
+0
Perform_5   Cha   0 =   
+0
Ride   Dex   5 =   
+1
+2 [handle animal] +2 [animal affinity]
Search   Int   4 =   
+2
+2   
Sense Motive   Wis   4.5 =   
+2
+2.5   
Spellcraft   Int   7 =   
+2
+5   
Spot   Wis   2 =   
+2
Survival   Wis   4 =   
+2
+2 [druid]
Swim   Str**   1 =   
-1
+2 [jungle gnome]
Use Rope   Dex   3 =   
+1
+2 [jungle gnome]
* = check penalty for wearing armor

This character also has 2 ranks in Speak Languages.
Craft_1 >=5 ranks gives +2 on related appraise checks.
Handle Animal >=5 ranks gives +2 on wild empathy checks.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Uncivilized trait: +1 on any wild empathy checks.

Zero-level Druid spells: 5 per day



First-level Druid spells: 4 (3+1) per day



Second-level Druid spells: 3 (2+1) per day



Third-level Druid spells: 1 per day



Jungle Gnome:

+2 constitution / -2 strength (already included)

Small (combat bonuses, +4 to hide already included)

Low-light vision

+2 racial bonus on saves vs. illusions

+1 on DC of opponent's save vs. gnomish illusions

+1 racial bonus to hit goblinoids

+2 bonus on listen checks (already included)

+4 bonus on swim, climb, use rope, craft -- shipbuilding checks (already included)

Speak with burrowing animals once per day

1/day dancing lights, ghost sound, prestidigitation

Druid:
Spontaneous Casting (summon nature's ally)

Animal Companion

Wild Empathy

+2 on Knowledge (nature) and Survival (already included)

Woodland Stride (level 2)

Trackless Step (level 3)

Resist Nature's Lure (level 4)

Wild Shape (level 5)

Venom Immunity (level 9)

A Thousand Faces (level 13)

Timeless Body (level 15)

High wisdom gains bonus spells daily

Class   HP rolled   
Level 1:   Druid   8   
Level 2:   Druid   8   
Level 3:   Druid   3   
Level 4:   Druid   8   +1 to strength
Level 5:   Druid   2   
   
Namfoodle Raulnor's Equipment:

2 lb
2 lb
1 lb
5 lb




2 lb
1 lb

2 lb
_____
15 lb   Weapons / Armor / Shield (from above)
Backpack
Bedroll
Fishing net
Flint and steel
Ink vial
Ink pen
Parchment sheets x5
Rations (1 day) x7
Healer kit
Holly and mistletoe
Spell component pouch

Total

Animal Companion: Leopard
Medium-Size Animal

Hit dice 3d8+6 (19 hit points)

Initiative +4 (Dex)

Speed 40 feet, climb 20 feet

AC: 15 ( +4 Dex +1 natural)

Attacks: Bite +6 melee (Weapon Finesse); 2 claws +1 melee (Weapon Finesse); Rake +6 melee (Weapon Finesse);

Damage 1d6+3 (bite); 1d3+1 (claw); 1d3+1 (rake, must be grabbed);
Special Attacks: Pounce; improved grab (with bite); rake if grabbed


Special Qualities: Scent

Saves: Fort +5; Ref +7; Will +2

Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6

Skills: Balance +12; Climb +11; Hide +9; Listen +6; Move Silently +9; Spot +6;
Feats: Weapon Finesse (Bite, Claws, Rake)


Link, share spells

Bonus tricks: 1
More about Namfoodle Raulnor:

Not sure how to do all the table formatting .
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Offline dragonsdemesne

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Re: D&D https://elementscommunity.org/forum/index.php?topic=45468.msg1026756#msg1026756
« Reply #14 on: December 30, 2012, 02:50:36 am »
I've used this website on occasion as well.

http://www.dandwiki.com/wiki/Main_Page

They have some content based on the open source model, as well as custom designed content by players.

Offline OldTrees

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Re: D&D https://elementscommunity.org/forum/index.php?topic=45468.msg1026779#msg1026779
« Reply #15 on: December 30, 2012, 06:48:53 am »
@ET
The OP was reading through 4th edition manuals. Neither 3rd edition nor a Pathfinder character generator would be applicable. Although those would be useful if the OP was doing either of those systems.

"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
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Re: D&D https://elementscommunity.org/forum/index.php?topic=45468.msg1026793#msg1026793
« Reply #16 on: December 30, 2012, 08:43:22 am »
@ET
The OP was reading through 4th edition manuals. Neither 3rd edition nor a Pathfinder character generator would be applicable. Although those would be useful if the OP was doing either of those systems.

Yeah, an issue I've found is that there is a lot more info, or so I've found, on 3e or 3.5e.

That being said, what makes 4e different from others?

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Re: D&D https://elementscommunity.org/forum/index.php?topic=45468.msg1026804#msg1026804
« Reply #17 on: December 30, 2012, 10:03:39 am »
@ET
The OP was reading through 4th edition manuals. Neither 3rd edition nor a Pathfinder character generator would be applicable. Although those would be useful if the OP was doing either of those systems.

Yeah, an issue I've found is that there is a lot more info, or so I've found, on 3e or 3.5e.

That being said, what makes 4e different from others?

4e is different in plenty of things. Its core cosmology is different, with different Deities, different planes of existence, different races & monsters. Furthermore, its playstyle is different, with different combat rules and different rules in general. Finally, it is more balanced and easier to play than 3rd-3.5th editions but less "romantic" than them too. Since you're not experienced, the 4th edition as well as the upcoming 5th edition may be better suited for you.
Anyway, no matter the edition, your DM and your players are going to determine if a session is a good one or not. Also, all versions feel like D&D, despite their differences; they are a medieval fanstasy setting with dungeons full of treasures and mystery and powerful entities guarding these secrets, especially Dragons who are fond to treasures of all short, taverns where tales are being told of powerful ancient artifacts and prophecies who await to be fullfilled, nobles who hire adventures to do their bidding, necromancers who rally undead armies and clerics who fight against them, wizards who perform diffcult and dangerous rituals in order to explore the true dephts of magic, wild beasts and monsters of all kinds threat the existence of civilization... and an exciting multiverse awaits to be explored!
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Re: D&D https://elementscommunity.org/forum/index.php?topic=45468.msg1026805#msg1026805
« Reply #18 on: December 30, 2012, 10:12:47 am »
From what I've heard, 4th edition is "chunky salsa", killing droves and droves of weak enemies. Third, 3.5, and Pathfinder (essentially 3.75) each creature is a capable fighting unit on its one, and fights with each are a bit more epic. Ive heard 4th runs like a videogame while 3rd and 3.5 runs more like a high fantasy game. I haven't plyed so i can't say. I can say information for 3, 3.5 and pathfinder is much, MUCH easier to find, including varient rules, custom classes, custom races, etc. If you want something very simple and only want to use a single book, 4e might be the best. I'm biased towards the others because thats what Ive played most.

Also, if you play 3 or 3,5 (pathfinder is fine) Never. Ever. Grapple.
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Re: D&D https://elementscommunity.org/forum/index.php?topic=45468.msg1026809#msg1026809
« Reply #19 on: December 30, 2012, 11:00:34 am »
^Indeed, never grapple in 3rd editions, except if you wish to have 1 grapple-1 session thing! :p
4th edition has variety of opponents; there are Minions that go down with litteraly one hit, Standard monsters which a band of those is a good encounter, Elite monsters which are twice as tough as standard ones and Solos that ca wreack havoc to an adventurer's party just by itself. It is up to DM and to players if encounters go down quickly or slowly...
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Re: D&D https://elementscommunity.org/forum/index.php?topic=45468.msg1026810#msg1026810
« Reply #20 on: December 30, 2012, 11:09:14 am »
Most (all?) information on Pathfinder is on the SRD: www.d20pfsrd.com

Free information on 3rd edition is on the SRD: http://www.d20srd.org/ and here http://brilliantgameologists.com/boards/index.php?topic=1109.80

4th edition has fewer subsystems in character generation. This makes it feel like there are much fewer options to those of use spoiled on 3rd edition since the options look so similar to us compared to the differences we are used to.
By having fewer subsystems in character generation, Wizards of the Coast left less room to make mistakes. This resulted in a more balanced system.
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