To quote ancient words of wisdom: “Everybody’s sayin’ that the Scatman stutters but doesn’t ever stutter when he sings. But what you don’t know, I’m gonna tell you right now that the stutter and the scat is the same thing, yo, I’m the Scatman.”
To quote ancient words of wisdom: “Everybody’s sayin’ that the Scatman stutters but doesn’t ever stutter when he sings. But what you don’t know, I’m gonna tell you right now that the stutter and the scat is the same thing, yo, I’m the Scatman.”
Having played a playtest Phoenix Sorcerer, the Control Flames spell is surprisingly useful with a hooded lantern. It’s basically Daylight as a 1sp consumed component cantrip.
It depends on the tone of the setting. Someone who gets their leg broken in a Forgotten Realms game can usually find a small-time priest to cast Cure Wounds on them, preventing most disabilities that aren’t from birth. Someone who gets their leg broken in Warhammer Fantasy has to hope within their gimped traveling distance that there’s a priest of the correct faith capable of appeasing the gods for the healing to happen, before their detriments become permanent. As such, having a disabled character in a game with more accessible healthcare requires an extra degree of explanation, on top of the PCs’ and players’ emotional response to someone being so downtrodden. The circumstances of their ailment, who or what was responsible, how they see their ailment and work around it, all are weights on the players’ suspension of disbelief that a GM has to take into account that they generally otherwise wouldn’t with John Miller, the able-bodied dude who runs the mill with a wife, three kids, and a problem with rats stealing the grain that he mills. It’s like a Chekov’s Gun in that sort of way, the GM as a storyteller surely wouldn’t spend the effort to decide that an NPC has a trait that is notably separate from the default without it being somehow relevant to the plot. The mage asks the party to do a quest for their magical research, a general asks the party to do a quest for national security, and a person in a wheelchair… what desire do you give them that wouldn’t be misconstrued as able-ist or a waste of that character trait? It’s very difficult, often comes with an air of making some kind of a statement, either that they’re a writer capable enough to wear disabled-face without it being offensive, or taking a preachy high-ground telling people a message about human sympathy, determination, and adaptability that they’ve already been made well aware of by the existence of popular culture.
Imagine not getting to roleplay shopping because you’re a wizard and spent all your money on scribing spells. Imagine thinking that keeps you from roleplaying during anyone else’s shopping, assuming that you are also present for the shopping instead of doing something else.
I can’t exactly talk though, last session in Curse of Strahd, my character basically turned the session into a heist because he had the best Stealth score and there wasn’t enough Invisibility spell for the rest of the party. It’s a CoS game, being seen by half the encounters is basically a TPK in and of itself. But he was able to turn what was supposed to be a scouting mission into a successful rescue and robbery, so it was kind of worth it.
DMG Encumbrance Fighters: Please DM, I can’t carry my armor and my weapon without having a -15ft penalty to my movement. I don’t even have room for a backpack! PHB Encumbrance Fighters: As long as I can justify it, I can carry three times my body weight in miscellaneous items. Warhammer Fantasy Roleplay characters: I’m not a dwarf, so I literally need a horse to carry my food for me if I want to move in mail armor while holding a shield and basic hand weapon. Warhammer Fantasy Roleplay dwarves: I can wear whatever I want and still carry whatever I want.
It still amazes me that it’s art for the WoW card game considering how often the art was used for various 3.pf homebrew pages, especially considering how much Wayne did in the industry at that time.
I more meant the layers of their concentric orbits as distanced from their center (the Sun or the Earth). Considering how quickly Mercury orbits the Sun while being the closest planet to it, it makes sense it’d be at perigee more frequently and with less variable distance than other planets that have a wider orbit.
Almost happened in the last Warhammer session I was in. DM made a door that had three locks depending on knowing alchemical symbols, formulae, and the geocentric model. Because the GM forgot that Warhammer doesn’t have a flat “magic knowledge” roll like Arcana in D&D 5e, the party mage doesn’t know anything, the rest of the party was illiterate, and everyone got so frustrated that everyone except my character tried either breaking the door or entering through the window while the wizard was still home and foiling their attempts. To our credit, we were able to figure out the first two locks with trial and error, with the first being a very simple balancing of the four elemental triangles around a plus sign in a plus shape, and the other being three symbols in a vertical line, the problem was seven symbols to be arranged in a circle. After my party face character shook herself from her puzzle frustration and realized that the wizard is actually home, she just asked him for what we came here for, he was cordial about it, and we left when we got it. During that time, the GM gave the solution (because Wizards are assholes that love to brag about their genius to the stupids) which taught us that in geocentricity, neither Venus nor Mars are closer to Earth than Mercury is, and the sun is between Venus and Mars because of course it is.
I had a pair of DMPCs for the party to fight in a tournament arc: Saul Carolina Jack and Sir David Pent. The first is a Barbarogue build, the other a ranged Monk that is also speced towards close-combat grappling.
They’re Snake and Raiden from MGS. Their names are wordplay on David + Serpent/Snake and Saul C. “Saucy” Jack.
This is why I like the idea of monster languages. All the changelings can speak changeling, which while it isn’t used for full conversations, they might go “y’know, the… er-uh, boss?” and it’s slipping in a codeword like “trust?”
As someone playing a non-dwarf in Warhammer Fantasy Roleplay 2e, I very much enjoy the finagling of inventory encumbrance between my own character and something/one else, like the dwarf in the party, or the horse I RAW need to own in order to progress into the career that my character is best suited for.
Had something similar a few sessions ago; party was raiding Vecna’s ancient submerged capital castle to find his Dark Library, and each one got to have one “secret” of their choice. Wizard took a diabolic contract, the quest item; Cleric took an amulet that can exorcise demons; Fighter got a divine message and took some oil of invulnerability, but he also got greedy and took a belt of storm giant’s strength.
Of course, the trick is that Vecna wanted them to get those items because he’d been orchestrating the entire campaign for a payoff centuries in the future. He’s not even going to show up in the campaign, all he has to do is send his AD&D minions that have nonsense like STR-draining grapple attacks and the demilich “devour soul” variant action as a gaze attack to gatekeep the library after the fact, because old-school D&D monsters don’t care if you were born in 5e.
Certified Faces of Evil moment. “This is my Smart Sword!”
Being a mage kind of makes you a murderhobo by necessity. Shooting/stabbing goblins to death with a weapon is a reasonable degree of force, summoning a swarm of insects to eat them alive is visibly excessive.
Now I can pass down BOTH axes for generations!
This is why my DM is starting the campaign by teleporting us in post-death house at level 3. Not because he doesn’t think that we can’t handle it or anything, but because everyone except me is invested in their characters enough to get upset if they die without accomplishing anything and apparently the encounters in that thing are blatantly unfair for the sake of building the mood. Which, my first campaign is a converted AD&D module (Against the Cult of the Reptile God) where the first intentional combat encounter comes after an innkeeper learns that they’re here to investigate strange goings-on in the town, and orders their drinks poisoned under the guise of grateful hospitality. 6 thugs and a level 3 Cleric come out of the wall to kidnap the party while they’re dressed-down of their armor and/or knocked out from the poison kicking in once they’re asleep, the Wizard only survived an Inflict Wounds because melee attacks can always be chosen to knock out. D&D land was never designed to be fair, but it was designed to set the mood that what they’re up against is borderline insurmountable in a direct assault, without telling the players “now that the lesson’s sunk in, hurry up and roll a new dude, other people are waiting.”
Take is too spicy. Would’ve worked better if you’d just kept to the fact that Billy Ray is plenty good if that’s your style.
Fiend Bladelock getting all the sword of Paladin with all the fun of Sorcerer. Sure, they only get 2 Fireballs per Short Rest, 6 per Long Rest if your DM does SRs as intended, until level 11 when Warlocks get more slots. But, when they run out, they can hit twice.
My DM gave me a quiver of endless arrows once, but didn’t word it well so my Ranger started repeatedly pulling arrows out of it to see if it ever ran out. The bartender was pretty upset with him making a mess of his floor.
Aarakocra were initially given longer lifespans in AD&D. Wasn’t consistent across editions, either being comparable to humans (Fighters/Rogues starting at 14-15, Fighter/Rogues starting at 21, and Clerics starting at 30+5d6 years old), or similar to humans but with a younger adult state and earlier-but-longer venerable/old state into 160ish. It’s funny how it’s gone from that to “dead before they can become clerics.”