You can always say it straight to your GM: "Look, I want to build a [gish/dual wielder/blastmage/CCdude/wtvr] and I have no idea, and I'll probably know what I'm doing by game no 3, so can I maybe fix it if I screw up?"
Haha
It's just that once my players were badgering me about how much backstory they need to write.
I said I need at least 6 sentences, 6 paragraphs is OK too, but if they write 6 pages, I won't read it.
I've been saying that ever since, as it gave them a very good idea.
I like to think of RPG characters as similar to a character in a screenplay, you need to be able to say the core of the character in a single phrase for someone to latch onto in an elevator pitch
@Golokopitenko Stowaway orphan boy-turned Shamash zealot. Worked on a ship. Values justice, but seeks retribution. Deeply distrustful. Bureaucratic and unyielding. Patriotic to the point of nationalism.
@Miniman Hey, I saw you have some of those spell cards for 5th edition. How do you like them? I was looking for a good way to keep track of my prepared spells and stumbled on that question you answerd
@PremierBromanov Honestly...they're missing enough details that half the time I was looking them up in the PHB anyway, so I decided it wasn't worth the effort.
@PremierBromanov For my player characters I don't use them, but when I had to pull in an NPC who cast as an 18th-level wizard, they were invaluable. I'd strongly second @Miniman's comment about the spell text, though: if the spell's got any complexity to it you'll be pulling the PHB anyway.
11 pages into Big Eyes, Small Mouth and there's already more explicit discussion of how to decide the game style and make sure everybody's on the same page than most games I've played have in the whole rulebook. Anyone ever tried it?
No, but I'm always happy to see that kind of section in a game.
I'm unlikely to ever play Call of Cthulhu, for example, but I love reading its advice chapter.
Newer games tend to have more of it (Lovecraftesque's raison d'etre is navigating Mythos-type horror so that the group is in control), but plenty of older games do it too.
Since horror games have a particular kind of atmosphere and evocation as their goal, breaking the mood or going too far is both easier to do and harder to recover from.
Yeah it seems like it would be really tricky to GM. And also, trying to do a serious horror game wouldn't work with... any of the groups I've played with, I'd say; people would be too busy cracking jokes.
@nitsua60 Sounds good. Like I said, I like to have a printout of all the spells my character has access to with the full text and everything. The cards will simply help me keep track of the prepared spells
If everything his horrorhorrorhorrorbloodgoreshockhorror, then it becomes jaded. Having contrast with some humour is a really good way of pacing the horror
However, it is important to have player buy-in so that the moments of true horror don't get hijacked too often, as that's difficult to recover from.
There are kinds of horror that I just can't get into, but I'm developing a taste for some forms of it and some of my players are really into that kind of gaming on occasion.
Ok, so some further investigation suggests that nets in 5e don't (can't?) have any special qualities, but I'm not sure if this is just for a basic rope net.
> Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
@Ben heheh. in a bit of a drought actually when it comes to RP -- my 2e DM's been out of action for a while, one of my 3.5e DMs has lost his muse more or less, and my other 3.5e/5e DM is too busy to DM until the summer shows up (although he has stuff planned ;)
@Ben IIRC there are different strengths of rope even in 5e, in the DMG if not elsewhere, so I think it'd be totally reasonable to extrapolate that to nets at least as far as damage required to break out of it.
@Shalvenay Yeah definitely. There's also a few other things going on, but its' all seemed to be calming down atm, which has allowed for a bit of a breather :)
Also, I'm trying to figure out if this is just statistical clustering right now or if the intersection of {people who like RPGs} and {people who solve their problems with StackExchange} really is mostly IT folk.
@Shalvenay I also have a few other characters waiting in the ranks :) but I am also afraid that my primary character (my dragonborn) is on the tipping point - he might be dead in the next session (if we ever get there!) :(
=) (If you're talking about me, I've been busy reading up on the 22 species of thrush @BESW linked me last night....) =D
@SirTechSpec @Ben There's nothing about different rope strengths in my many reads of 5e canon. Silk and help are explicitly called out as having the same strength (PHB 153); weight is the value of silk. I will say that "property," "properties," "proper," "lycanthrope," "propel," "Europe," and "trope" are the most common supersets of the string "rope" in the PHB and DMG. Also, the Rope of Entanglement would be an excellent material from which to make your net.
Are mounts in 5e really worded such that you cannot attack -> move -> attack while mounted?
(assuming I never dismount and want the mount to do my movement for me)
It looks like (PHB 198) even a non-intelligent mount gets its own turn in the initiative order, because its initiative is set equal to yours, and ties in initiative (PHB 189) still result in two distinct turns, the order just gets determined by the players/DM
@lithas It would make sense, since the mount is (effectively) under your control, but from what I've heard/been told, like you mentioned earlier, the mount has it's own turn in the initiative order.