#i dream of playing a dnd character that can cast fireball. what does fireball mean? Lots Of Dice!
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jorvikzelda · 2 years ago
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i have this great temptation to go buy dice
 (i absolutely do not need more dice i already have 4 full sets
) someone please stop me
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words-writ-in-starlight · 6 years ago
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Hey Star! Bit of a weird question, do you know where's a good place to find a simplified ruleset for dnd 5e, specifically for a wizard. My wizard is finding it quite hard to remember all the rules and before I condense them all myself I thought I'd ask around and see if anyone has any resources that would do the trick. (Also, a quick update on the campaign, I made our kobold rogue worried about some mountains and now I know why you love to make your players worry. I feel very accomplished.)
Off the top of my head, I don’t know of any good resources for simplified 5e rules--I started out playing 3.5, so 5e is already about 14x simpler than what I originally learned.
I really want to convey that, as a 3.5 Druid on a campus with dubious-at-best wifi, I had one binder full of spells and another binder full of wild shapes, and spent 85% of my combat time trying to grasp the 3.5 grapple rules.  As a rules-laywer little-shit player, I miss having four thousand skills that I could finesse to give me stupid-high advantages on things like “Search” (plus thirty, I had a plus thirty to Search in my last 3.5 campaign), but 5e is WAY more accessible.
HOWEVER.  Even 5e is still pretty rules-dense, so let me try and hit some suggestions.  Without knowing the specifics of what your players are struggling with, these are going to be pretty broad, but you’re totally welcome to send in a more specific request if you want.
No one knows all the rules to DnD.  If a player, especially a new player, needs to check with their DM for every skill check and every attack roll, that’s okay!  Every DM I know keeps the Player’s Handbook in arm’s reach to panic-check a rule or a spell, or else they fully Griffin McElroy it and put the “rules” through a blender.  Please reassure your wizard from me that it’s totally okay if they’re having trouble keeping things straight.  As long as they’re having a good time, they don’t need to be able to recite the damage for Fireball off the cuff.  That’s what references are for.
The internet is your friend.  Again, multiple binders full of spells and animal shapes to be a 3.5 Druid.  This was because the internet on Friday nights got bad fast because Dolly (boys dorm) liked to run LAN parties, so googling my spells wasn’t practical because it took so long.  HOWEVER, the internet doth give many gifts, and if you and your party have regular access to it, I wholeheartedly recommend abusing that to your heart’s content.  Don’t even bother trying to keep that shit in order in your head or on your character sheet.  I shelled out for a DnDBeyond account, which does work great for my party, but you don’t need one--googling spells, special attacks, whatever, will work like a dream.  To facilitate your party being able to do this during fast-paced combat, as the DM, I suggest keeping people apprised of who’s coming up next in combat!  I do this by saying “Okay, Azara, you’re up, Heinous, you’re on deck,” as a way to remind people that they’re coming up and that they should be planning their next move, including looking up anything they might need.
It’s always a d20.  Okay, you don’t literally exclusively need a d20, but I resolved a lot of my mom’s anxiety about using the wrong dice by saying very plainly “if you want to hit someone, do something, or interact with the world in any way, you are going to use a d20.”  Everything else is near-exclusively used for damage rolls.  Damage rolls using Other Dice are described explicitly in spells or weapon attacks--for example, Fireball does 8d6 damage (described when you google the spell) and a greataxe does 1d12 damage (you should have weapon damage noted down beside the weapon).  Basically, it’s a d20 until your DM says otherwise.
Proficiency bonus is your friend.  You get a proficiency bonus in 5e rather than level-by-level skill point allotment like in 3.5.  This helps balance the playing field and limit minmaxing to a more manageable level, and also reduces the amount of math you need to do in order to level up.  Here is how any roll in 5e works: the number on the d20 + the relevant stat + (if relevant) proficiency bonus.  Let’s say you’re a Level 3 barbarian, and you want to hit someone with an axe.  You roll a d20 and get a 13, then you add your strength for a melee attack--let’s say it’s +4--bringing you to a subtotal of 17.  But you’re proficient with your axe!  So now you add +2 for your proficiency bonus, bringing you to a 19 all told.  Good job, your target is definitely going to feel it.  If you only know three numbers in 5e, they should be your proficiency bonus, your primary stat (for our example barbarian it’s Strength, for a wizard it’s Intelligence), and your armor class.  If pressed, you could probably get through a whole session with just those three numbers.  As long as you know what you are and aren’t proficient in (mark it down on your sheet if you haven’t already), you’re good.
Spell slots: write them down.  If you’re using DnDBeyond, they have a helpful little line of boxes to tick off each time you use a spell of a certain level, or an expendable ability like Rage or Action Surge.  I would recommend this technique, it’s the one I used when I did paper character sheets.  Make tally marks, tick boxes, cross out numbers, whatever.  If you have your spell slots written down instead of trying to remember what you still have available, you have more brain power to free up for other, more interesting things.
Combat’s a bitch.  Combat rules are the finickiest part of DnD, and again, do not feel bad about not getting them right off.  In fact, don’t feel bad about not getting it for multiple years.  I probably only got a good handle on combat in the last six months and I’ve been DMing for three years.  That being said, you can do three things during your turn, and one thing the rest of the time, and I’m going to break them down as best I can.  During your turn you have:
MOVEMENT: Pretty much what it says on the tin.  You have a movement speed based on what kind of critter you are (and occasionally what class you are, e.g. monks), and you can move that far. 
ACTION: This is where you Do Stuff, including but not limited to attacking.  You will start at a low level with one attack per action--that may be an axe, a spell, a punch, whatever, but you get to deal damage or protect your friends or whatever.  As you level up, some classes can do more stuff with a single action, notably fighters, who can basically evolve into a murder whirlwind with four attacks per action.  On your action, you can also interact with something (like, say, a bomb you’re trying to defuse or a lock you’re trying to pick), keep moving (this is called “Dash” and lets you move in the same way as the above MOVEMENT), get paranoid (this is called “Dodge” and gives you advantage on getting out of range of an attack), use your special abilities (like a ranger’s Primeval Awareness, or a cleric’s Channel Divinity), hide, (this is called “Hide”), or any number of other things.  You may also get something called an Action Surge, depending on your class, which lets you take ACTION twice in a row.  (High level fighters can actually do like...twelve attacks on a turn with this.  Fighters are underappreciated.  Be a fighter, julienne your enemies.)
BONUS ACTION: Something short and sweet that may also save your life.  Barbarians can Rage as a bonus action.  Certain spells can be triggered as a bonus action, like Hunter’s Mark or Hex.  Other spells can be used as a bonus action, like Spiritual Weapon.  Some classes can do other stuff as a bonus action, like a monk using it to attack or a rogue using it to hide.  If you’re not sure if something is a bonus action, it’s probably not.  It’s a fairly limited but powerful list.
If you’re not the person who’s currently taking their turn, you have something called a REACTION, once per turn, where you do something triggered by someone else’s turn.  Most importantly, this allows you to do something called an attack of opportunity when someone leaves your personal space--you get to whack them with whatever melee weapon you’ve got.  For some classes (notably wizards and anyone who can access the wizard spell list) you will eventually be able to use your reaction to exercise the Biggest Dick Energy in all of Dungeons and Dragons, which is called Counterspell.  Actually any spell saying that its casting time is “1 reaction” can be cast like this, but mostly people just use it for Counterspell.  REACTION is also what lets you “hold” your action, which means saying “I can hear Nym running toward me with the goblins behind her--I’m holding Fireball until the second the horde is in range.”  When the ‘trigger’ you chose happens, you can do your thing.  This means you’re committed and cannot adjust your plan if things change (in the example, Nym might still be in range, but your Fireball is still going to go off), but it also gives you the ability to lay a trap.  
Again, combat is a bitch.  The DM’s job is to know this stuff and help the players when they need it.  There’s no shame in needing a cheat sheet with this stuff noted down or needing to google references for casting time or whatever.  As long as you’re keeping things rolling and having fun, combat works however the DM says it does.  If you realize you made a mistake, just move on.  The nerd gods don’t care.
Any rule too obnoxious to live with can be dismissed by the DM.  You think I played around with 3.5 grapple rules when I was DMing?  Absolutely not.  In my campaigns you rolled a strength check and you lived or died by it with good grace.  If there’s something nonessential that your players really struggle with or you personally think is dumb as hell, just.  Don’t use it.  Wizards of the Coast isn’t going to come to your home and shake you down for ignoring travel rules or whatever.  Homebrew, my babies.
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strigital · 6 years ago
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The Elder Scrolls VI wish list:
In-depth character customization with tons of options: everything from colors of both inner and outer iris to height and voice.
Player character origins. I want a choice between having completely blank origins, so that I can create my own backstory, or choose between a couple of existing ones, which will affect the gameplay in the long run. Like if I choose to be an Outlaw at some point a team of bandits instead of attacking me will give me a quest, or if I decide that I want to be a Noble, then aristocratic NPCs will recognize me as one of their own and as such I’ll have easier time gaining their trust.
A well working physics engine, so that we can have realistic flowing hair, clothes that move in the wind, horse’s mane and tail that swish realistically when it gallops, etc.
At least some environmental objects being destructible: rocks falling to pieces after getting hit by a stray fireball, enemies getting thrown at certain walls, that crumble and crush said enemies, bridges that can be brought down to cut off the path, locked doors that can be destroyed with a few swings of a maul. Just let me annihilate piles of crates and barrels like other games do, damnit!
Player character being a physical presence recognized by the game world, such as grass swaying when I walk through it, my feet leaving footprints on snow and sand that look different depending on whether I’m barefoot or not, seeing all the little rocks being kicked about as I run on gravel, and piles of dead leaves doing the same when I run through them, dust and small debris falling from old wooden structures as I step on them, etc. Basically, feeling like my body isn’t just a ghost running through the lands without leaving a trace.
Ability to combine spells with each other or the environment for various effects, like they did it in Divinity Original Sin 2. I want to be able to throw a lightning bolt into a puddle and electrocute all the enemies stood in the water, or throw a fireball at a barrel of oil and cause a platform to collapse under the force of an explosion and kill the archers that were on said platform (again about the destructible objects), or cast an ice spell on water, so that the enemies slip, fall and get stunned. If such a mechanic is not full of potential for some ridiculous and hilarious situations, then I don’t know what is.
Unique companions with backstories and personalities, likes and dislikes, goals and agendas. They can also be romanced by ANY player character, no matter their sex/race/other traits and the romance progression is close to a real life relationship, with ups and downs, jokes and arguments, sexy times and break ups.
Let me have a squad of my own. Two or maybe even three companions at once. They also have their own relationships and opinions about each other. They chat, they argue, they flirt, they rant about being forced to travel with that jerk, they get overprotective towards the player if they’re romanced and hear the other one catcalling the player, they share their opinions, give the player advice on the current situation, they each have their own comments about places and other NPCs and they may or may not see eye to eye on those opinions. Let there be drama in true “party of DnD adventurers” fashion!
Also Dogmeat-like animal companion, who can travel alongside other companions and do stuff like sniff out enemies, find goodies, do tricks, duplicate items, grab items from containers with master locks on them... You know, the usual Dogmeat stuff.
Mounts other than horses. I want to see Redguards riding their camels, Khajiiti caravans with senches, Nords putting bears under the saddle. If horses are still the only rideable animal, then I want variety and customization: lots of breeds to choose from, individual armor, saddlebags and cosmetic items, ability to name a horse and have it come to the player at a single whistle. Also, Shadowmere. TES 6 won’t be the same without that demonic horse.
At least one friendly dragon. Because I need more of Paarthurnax.
More active Divines. Daedric quests are fun, no arguing there, but I’d also like to go on a holy quest bestowed upon me by, say, Akatosh himself, not some old prophecy. Also Divine relics to counterbalance Daedric artifacts.
More stuff to kill your time with. Games at taverns, visiting brothels, betting on horse racing or participating yourself, watching street performers and so on. I want to take part in the same entertainment the inhabitants of Tamriel do, damnit!
More alive, realistic world. If there’s a war I want to see hanged deserters on a tree, if it’s autumn I want to see people throwing harvest festival parties in their towns and cities, if it’s a plague outbreak I want to see corpses, sick people and hear church bells... Again, the Witcher 3 did it, now I want all of this grungy, dirty, realistic shit in the next TES game!
Tons of dialogue choices based on the player character’s skills, traits, race, sex, affiliation with factions, etc. I want NPCs to react to the character in a dynamic way, so that each new playthrough with a new character is fresh and inexperienced before. Let them Nords throw sexist comments at my Dunmer lady, let the Khajiits deny information to any other character that is not a Khajiit, let my bulky Nord fellow get discounts at the bar and my Imperial guy in fancy clothes get into the royal palace way easier that an Argonian in a hood would. I want to feel, see and hear that NPCs know and react to my character in a realistic way, so there are more challenges, interesting moments, secret dialogues and hidden quests only available for a certain character that made certain choices. Let the next game be the true definition of RPG!
Khajiits and Argonians having animal-like legs that they had back in TES III Morrowind. Please.
Longer and more complicated guild quests, so that even joining the guild requires time and skill, let alone progressing through ranks. And don’t make me a leader of each and every faction! Make me a second in command or a high ranking official with new perks and armor as a reward. Don’t make me the most overpowered mortal in Tamriel again, because it’s getting old fashioned.
Some sort of an ability tree, which allows you to tinker and make bombs, traps, contraptions and other awesome goodies that’ll make any combat a wild party.
Good third person animations. C’mon, Bethany Esda, I know you can do it.
Voiced protagonist. If not fully, then on the Divinity Original Sin 2â€Čs level, where the player character does not speak in dialogues, but has voiced comments when interacting with certain objects or entering a location, etc. Or just add an option in the Settings menu to turn on or off player character’s voice.
Ability to hide that ugly ass helmet with a single click of a button, without being forced to choose between showing my awesome hairdo to the world and +5 to Armor Rating.
Ability to equip multiple weapons at once and also being able to see them on my character, i. e. a bow on my back, and axe on my right hip, a dagger on my left hip and a staff alongside the bow. Also they jiggle according to physics.
Big cities. No, I mean, like, really, truly BIG cities. I mean some Novigrad from the Witcher 3 type of big cities. I want to get lost in them. I want to find all the secrets, hidden in dark alleys and on the rooftops. I want countless quests within the city itself. Just let me enjoy some fantasy medieval city life, okay?
Animated activities. When I click to skin a dead deer I want to see my character sit down and do some work with a knife. When I go to a spot where fish is abundant I want to see a fishing rod being thrown into the water. That sorta thing.
Detailed crafting system. I. e. you could choose to make a handle of a sword and its blade from different materials and have different effects on them that combine once you put the sword together. Or whilst making armor you could pick between different textures, materials, colors and such.  Basically, what they did in Dragon Age Inquisition. That was a fun system to play around with.
Also more subcategories for crafting, like if you are a high level smith you could craft some horseshoes for your mount that’ll increase its galloping speed, or if you’re a skilled alchemist you could make a throwable potion which will harm the enemies in a certain way (like a jar of bees or something). And, of course, accompanying animations are welcome. I’d die to see my character put some horseshoes on their steed.
A loveable villain, who could be “persuaded” to abandon his goals, join your squad and become your new LI. Basically, Miraak 2.0, but with a happily ever after ending.
Dwemer prosthetics. Sotha Sil thinks he’s so hip with his metallic arm, doesn’t he? Well I too want to have a metallic arm, damnit!
Ability to furnish your house however you like. When you buy a house there could be a choice between a fully furnished version and an unfurnished version of your house. After that you could either re-arrange the furniture in your abode or buy new furniture that suits your tastes. Then you could enter furnishing mode and have a blast decorating your dream house to your heart’s content. Basically, what we saw in Fallout 4â€Čs Homeplate and Fizztop Grille.
Outposts, keeps or anything like that. They could be like small bases that you take control of once you slaughter its previous owners, where you and your squad of companions could rest, talk, repair broken armor and weapons or buy new ones, stock up on potions and bandages, that sort of thing. There also could be a special object that will allow you to instantly switch between the companions and/or choose a different mount from a collection of those that you own. Also there could be a badass custom flag of yours marking that place as your own.
i’ll proly add some more later, but rn i’m out of ideas xD
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