The long(?) anticipated(?) return/continuation of the gay bathouse Mixed Nuts game.
This edition of the game will commence sometime around mid November, and will exclusively function via 5th edition.
Characters will be required to play (mostly) good characters, and the starting level will likely be 5. Supplements are allowed with permission, otherwise we'll stick to the core 3 books (players handbook, dms guide, and monster's manual). The setting is Wildemount (re: the explorers guide) but beyond setting, Wildemount rules still require permission.
It is worth noting that there will be two operating parties. The first will be the online/board group, who will be playing the hero/protagonist group, infiltrating a conquered and occupied continent. The second - the irl group - will play antagonists tasked with thwarting the online group/party.
So, calling all /vx/ RP gamers, I'm looking for players. Preferably 4-6, but if more are interested we can scale things as necessary. Instances of PvP WILL occurr, but will be the exception rather than the rule.
Feel free to field all questions ITT, theres still ~3 months to prepare.
NOTE: All characters will be entirely new. Cameos may occurr, but no characters from the Mixed Nuts will be active in this game, even though there is a bit of storyline continuity to occurr.
>>133641 >I'm worried about how often we will play >you said bi-weekly Dude >all those other concerns Are not yours as a player. cept what kind of character and what days you will be available, that IS your job. We're still 3 months out though, so calm ur tits
>>133642 Well, I've only witnessed two 5e games that had a PvP element to them (only one of which I actually played in), and both of them became kind of toxic after the first three sessions as the players figured out how to ruin each other... I'll just give give it my best shot. And as for bi-weekly, I meant that if one party has to skip it's session because of meatspace problems (or because some players don't show... e_e), does the conflicting party also its session for the other party to recover its session that week, or do they just keep advancing time on their end? Would that lead to parties/characters leveling up at different rates depending on the progress they're able to make during their sessions?
As for when I can be available, I have online classes on most weekdays (mornings or afternoons, consistently/predictably) and work on some weekends (freelance non-consistently/predictably). I would do everything in my power to be available on pre-established play-days.
>>133640 >Dunamancy classifies as something that will need permission to explore. So, assuming we're not using either of the Dunamancer Wizard subclasses in Wildemount, would it be possible for non-Wizards to learn those spells if we're playing core classes instead? > These spells are available to the wizard subclasses previously mentioned in this chapter, as well as other spellcasting classes with the Dungeon Master's consent (see the "Dunamancy for Non-Dunamancers" sidebar). (page 186) https://thetrove.net/Books/Dungeons%20&%20Dragons/5th%20Edition%20(5e)/Core/Explorer%27s%20Guide%20to%20Wildemount.pdf >Spies and defectors have long smuggled out the secrets of this obscure magical practice, and even now it slowly disseminates beyond Xhorhas. >Dungeon Master can consider allowing other spellcasting classes opportunities throughout the campaign to learn a handful of dunamancy-themed spells as rewards. Perhaps the characters uncover a cache of magical contraband, among which is a couple of spell scrolls, or a traveling acolyte takes some downtime with a friendly cleric character and opens their mind to some of the stranger secrets of the universe, unlocking a spell or two. There are many unique ways to bring these spells into your game without requiring any specific dunamis-wielding subclasses to be present in the adventuring party. That was my real question; I get that it's setting-unique content, but I was wondering if you were one of those did the non-Dunamancer Dunamis thing. I've always had a soft spot for spells that manipulate fate/luck, time, or gravity. A few of the Dunamancy spells are similar of spells for other classes from previous editions, like how Gift Of Alacrity is similar to Nerveskitter, or how Fortune's Favor is similar to Alter Fortune. >using wildemount as a premade continent So, if a PC has a character background feature that gives them explicit membership/recognition in a prestigious/powerful/significant organization in the setting (Acolyte, Knight, Noble, Faction Agent, Merchant, Soldier, Guild Artisan, etc), or gives them NPC contact(s) in urban areas (Criminal, Urban Bounty Hunter, Spy, etc), is said PC's background supposed to be limited to organizations/dynasties/families/churches in the Wildemount setting, or are only maps being inherited from the setting meaning that non-Wildemount organizations could validly be inserted? Do backstories and NPC contacts derivative of character backgrounds need to be written taking the setting into account during character creation?
Now now, mister DM. What about a bard barbarian? (I’ve literally never played 5e and dunno how this would even work, but off the top of my head, it seems like a cool idea). Let me run down the list of what I’ve been spitballing: 1. Goliath zen monk. Avoids combat, and attempts to de-escalate or use non-lethal means to end conflicts. I could multiclass into bard if that helps to achieve this goal. Idunno if this is generic but I don’t think monks are often played this way. 2. Unarmed barbarian that smashes things with a tree trunk. I have no idea how this will fit at all. Generic barbarian. 3. Awakened cat rogue. It’s a cat. It’s name will be Mittens. Will probably be generic. 4. Fighter barbarian that wrestles everything in existence. The character’s dream is to fight with a lesser god. This might be a generic fighter. 5. Skeleton/zombie ranger. An undead huntsman that has returned to life in order to search for his former hunting dog(the dog was able to survive an encounter with murderers due to the intervention of a wizard, but the wizard was too late to stop the huntsman from dying). If guns exist, I’d like him to have a musket, and I’ll explain that he’s a crack shot with it. He tries to drink whiskey but it falls through his ribcage/rotting torn open throat. The huntsman prefers to solve problems indirectly, and will rely on firepower and the aid of his hunting dogs if direct combat is forced onto him. If he can be a zombie, he’ll have trouble speaking but anything he says should be legible enough. He enjoys collecting rare and exotic curios. Before dying, his wife died illness and they lost their child that she was pregnant with, this caused the huntsman to become a recluse that only came into town to trade pelts and buy gunpowder and musket balls.
>>133679 >Skeleton/zombie ranger. There's the Revenant Subrace in that UA publishing for Gothic Heroes. It gives you undead stuff in exchange for your normal subrace. It came in the same publication that introduced the Monster Slayer subclass for Fighter, which is similar to Ranger but instead of spells it gets a Battlemaster's Combat Superiority Dice. Really good if you take the Martial Adept feat to get more Superiority Dice and Battlemaster Maneuvers.
Re: format Game will proceed as follows. For the board-group, we will utilize discord voice chat and the board. Voice chat will be where the player informs me what they intend to do at a given moment, to which I'll determine what roll is appropriate, if I feel it should deviate from the norm. It will then be the player's responsibility to post their intention, as well as any dice rolls, as creatively and artistically as possibly, preferably with a tl;dr at the start. The same shall go for 2-party sessions on the occasion, though I will have a video feed of the irl party, along with them participating in voice chat. Substitute posters may be assigned if the poster's shit at writing creatively, but it ain't gonna be me, believe that.
Do not mistake this for permission to play a pony at will. Ponies are not forbidden, but will require direct permission/agreement from me. There will be no pony/equestrian areas in this game, other perhaps than for backstory. The individual party members will be answering an urgent summons from the king, and the party will consist of various volunteers and representatives from,... wherever they come from (or happen to be coming from). To reiterate, this is to be a good/hero party, so please no evil characters, and chaotic neutral is a 'by permission ' alignment
Characters will be allowed one minor magic item, or something better on condition. This magic item will experience and develop along with the character. They may additionally have one skill-affecting piece of otherwise mundane equipment (masterwork). Otherwise, their equipment shall fit their standing in life, and starting gold will be determined after equipment has been finalized. Read: no, there's no specific budget, but neither do you get to be carting around 5000 gold. Characters are encouraged to either have known one another, or outright be friends at the outset, though not required. Backstory is effectively up to the player, as game activity will take place away from their homeland.
Having considered it, I will entertain ONE character as being from Wildemount, but that will be very conditional, as it will play into the story. As such, wildemount supplements would be available for that character.
>>133688 I'll tell you what. First off. Give him a backstory. Dont bring it weak. Then, make an undead-ranger-pony in pony town. When you're ready, Ill meet you. If I buy your in-character introduction, Ill allow it.
>>133690 How long should the backstory be and what level is the party starting at? I can write a short story if needed. Also I haven’t used Pony Town since early/mid 2017 and have no idea how it works now.
>>133692 Long enough to pass a lengthy dialogue in which two prospective allies - one who is very enthusiastic and has fewer boundaries* - are meeting one another for the first time. * - this is not gonna be like the last time, and any off-'camera' activity will be with NPCs only. In party romance is prohibited, outside of a damn good set of reasons
Experience will be calculated individually, and awarded at the end of milestones. Meaning, characters may not amass their experience at the end of every session, but when they do it will include group awards (such as killing monsters and completing quests) as well as individual rewards for doing things (traps and shit, excellent rp/solution, etc. While characters get their magical 'thing's, magic will be largely scarce to begin with, at least, and one shouldn't put too much stock in what it may say in the wildemount book; to reiterate, I'm using the supplement to fill in gaps that would take me far too long to script with any consistency. The story and theme is entirely my own. >>133695 Do you have experience with RPGs, DnD, 5e?
>>133701 I mean moreso that the system is high-floor, low-ceiling, so that it's something that children and casuals can enjoy with minimal effort, even if it comes at the cost of character customization rule consistency ingrained in more sophisticated systems like Pathfinder 1e. That's what plays into the edition's mass-appeal, in that it's easy to pick up and thus more people are able to get into it quickly and make it a hobby no longer dominated by "nerds". Tl;dr: it's just really easy.
I've never done any calculus for PF. I guess 3.5e Hulking Hurlers have a subtle element of trigonometry though, if you're trying to get the really big numbers. Logarithmic Advancement to carrying capacity means that large Tauric Barbarians can get numbers really high really quickly.
The math of 5e primarily consisted of how many sources of extra dice you can get at once on any particular check, when a feat is better than an ASI, what racial traits you should pick at lvl 1, when you can afford to roll with penalties (Sharpshooter or Great Weapon Master), if crit-fishing is a suitable option for you (hexblades, Paladins, etc), when a reroll is preferable to an extra dice, and what spells you should be concentraing on at any particular moment. So long as you have those things lined up you can keep your character at optimal DPS, if you're a combat class. I typically just use a dice roller program to figure out the highest average DPS for Fighters/Barbarians/Warlocks, and stop when I'm satisfied with the highest average that still looks like it hits consistently (usually the one with a consistent source of advantage). Casters are a bit trickier because their math is derivative of spell slot conservation, but they're not hard to figure out either. 5e casters are mostly evokers trying to max-out DPS because the concentration limitations make buffing unfulfilling in a lot of cases.
>>133704 Sorry, that's a knee jerk response I get to excessive metagaming. I'm not saying dont, but I am saying if you're basing your decision making process on that level of meta, I will take exception
>>133704 I've come to appreciate the subtle aspects of fifth edition. In some ways it makes it a lot easier to do certain things that required jumping through hoops in other editions like attacking with Charisma, Grappling with Wisdom, or getting 9th level spells with a Bard. A lot of 5e content is derivative of 3.5e content (they generally just skip 4e), so a well-written subclass can feel almost nostalgic.
>>133706 Maybe I should reiterate differently. I want to be introduced to your character first. I want to get to know the character BEFORE you go crazy with what this class or that subclass does, or the other disciple of fucknuts devotion Grant's 20d7. I dont give a f___ what your character is or can do. First and foremost, I want to meet them. Establish a personality first And 'personalities that are excuses to play ____' are invslid
>>133705 I wasn't really interested in playing an optimized character this run. The PC I have in mind is the only one I've made that wasn't optimized in some way shape or form; and I don't want to ruin it by spending class resources on optimization. Thing is the two-parties stuff kind of stirs a competitive bone in me. I always approached d&d as a group-effort cooperative kind of game where low-op support characters feel as fulfilling to play as damage-dealers because they all contribute to the same adventure, but PvP feels different... >>133707 Well, I guess I could write it here. I was hoping to keep some of the more discreet details on my sheet though.
>>133727 Awakened animals aren't playable in 5e. There are only a limited list of playable races. Also, there are zero benefits to being small in 5e, so being a 4 ft tall medium creature (like a tabaxi) is preferable unless the race you actually want to play just happens to be small. Note that Rogues can be exceptionally good grapplers, shovers, trippers, and disarmers due to potential expertise and Reliable Talent in the Athletics skill, despite dumping strength.
Tabaxi is among the best races for rogue, particularly swashbuckler. http://dnd5e.wikidot.com/tabaxi +2 Dex, +1 Cha. Proficiency in Stealth and Perception, Climbing speed, Feline Agility (Doubled Speed), 1d4 claw attacks as unarmed strikes, and Darkvision. Ideal package for Swashbucklers, which are the best rogue subclass (because it lets you sneak attack all of the time).
>>134974 Okay fine, I'll update the status. The campaign is coming along nicely. I have all the main adversaries and villains mapped out, and the continent is pre-set (with minor modifications for thene and story). This weekend I'm gonna start planning the individual sessions. Allowing for complications and issues, I should be ready to go by the end of October.
So far only one player has completed the Pony Town requirement it IS still a requirement btw but so far either in development or ready to go we have: An Orc pugelist (name unspecified) Johannes Cabal, a not evil(?) necromancer(?) The semi-infamous bard extraordinaire, Bridget the leprechaun And, as a surprise entry we have none other than the late musician and songwriter, Kurt Cobain. Yes, you read that right, Kurt Cobain will be joining in these adventures.
>>134976 Well Courtney Love wont be appearing, so on the off chance there is a black powder weapon, he should be safe Xp Something I would like to mention is that the two-party system will not favor either party. Both groups will experience a story of intrigue, manipulation, cat-and-mouse-shit (in both directions), and a wealth of other dynamics, and how they go about responding to the situation is up to them.
>>135007 I appreciate the sentiment, but the lore is beyond lore, and even those who have pieces of info dont know the full story. If I cant work it in, I'll probably do an aftermath prologue or some shit
Alright, it's Spooktober, so I may as well try to get over the last few roadblocks in character creation. I've got a few question concerned with the setting:
>Characters will be required to play (mostly) good characters >The first will be the online/board group, who will be playing the hero/protagonist group Now, does this have anything to do with the goal of the adventure? Are we necessarily supposed to start out as the heroes of this story? Should I build a character who's background involves motivations to fulfill that particular role, or will you give us an adequate adventuring hook that motivates us to become heroes?
>infiltrating a conquered and occupied continent Now, this seems to be the goal of the adventure, but what brought us together as adventurers? Are we working for someone? Are we being paid? Do we have an in-game faction as our group patron? What motivations do we have to potentially risk our lives on this endeavor? I know that's a lot to ask, but this sounds like it would be knowledge that characters would have prior to the beginning of the adventure. Working for an in-game faction sounds like it might plausibly conflict with my background if I write it incorrectly, so I'd like to know in advance so I can remain in-character for the duration of the adventure. >infiltrating a conquered and occupied continent Could you tell us where on this continent this takes place on? And who we're expected to fight/save? It's important for backstory writing, because if I were to, say, make a character from Felderwin, and the game takes place in Strathfell, I feel like the reason for migration should be a part of my background (referring to the "Why it changed" section).
You said that the maps in this setting would be based on the continent of Wildemount. Would the countries/populations/factions of the Wildemount setting be included? I'm also concerned with the pantheons, because I'm not sure what gods will exist in this game, let alone what gods will be legal to worship in the country we're starting in.
I'm trying to plan out where my character would have come from in the setting, where my family would have lived, where my relatives would still live, who my contacts are, what I did growing up, who my patron deity is, what my social standing is with NPCs in the setting, and why I'm adventuring/travelling on this adventure. Some of my background characteristics my be dependent on the setting, and the PHB says "talk to your DM about developing your character's background".
>The second - the irl group - will play antagonists tasked with thwarting the online group/party >Instances of PvP WILL occur, but will be the exception rather than the rule. Am I allowed to directly kill and/or permanently-debuff these characters if I figure out how to do it and/or get the opportunity? If the other players are directly giving us grief, I'd prefer to fight back with every resource at my disposal. How much PvP is there really supposed to be here? I know ways to hex a party to death halfway across the continent, but I'd rather not use those kinds of tactics if it's not actually a PvP game.